The purpose of this study was to find out understand how self-efficacy in internet-game and reality and use motivation affect internet-game use. Also, we examined to self-regulation meditate in flow experience and pathological use of internet-game.
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The purpose of this study was to find out understand how self-efficacy in internet-game and reality and use motivation affect internet-game use. Also, we examined to self-regulation meditate in flow experience and pathological use of internet-game.
In order to achieve this goal, we collected internet-game use questionnaires from total 184 adults internet-game user.
The result were follows. First, pathological internet-game use and flow experience negatively correlated with self-efficacy in reality, self-regulation. However, positively correlated with internet-game use motivation and self-efficacy in internet-game. And pathological internet-game use positively correlated with flow experience of internet-game.
Second, multiple regression analysis showed that use motivation, average use time and self-efficacy in internet-game and reality are able to screen flow experience of internet-game. In pathological internet-game use, use motivation, average use time, self-efficacy in internet-game and reality and self-regulation was extracted.
Finally, path analysis indicated that relationship among self-efficacy in internet-game and reality, use motivation, self-regulation, flow experience and pathological use of internet-game. A so, pathological internet-game use would partly mediate by self-regulation.
Implication and limitations of this study and suggestion for future studies were discussed.