Bessière, K., Seay, A. F., & Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. Cyberpsychology & Behavior, 10(4), 530–535. https://doi.org/10.1089/cpb.2007.9994.
Bronfenbrenner, U., & Morris, P. A. (2007). The bioecological model of human development. Handbook of Child Psychology. https://doi.org/10.1002/9780470147658.chpsy0114. 1.
Canale, N., Marino, C., Griffiths, M. D., Scacchi, L., Monaci, M. G., & Vieno, A. (2019). The association between problematic online gaming and perceived stress: The moderating effect of psychological resilience. Journal of Behavioral Addictions, 8(1), 174–180. https://doi.org/10.1556/2006.8.2019.01.
Article PubMed PubMed Central Google Scholar
Choi, D., & Kim, J. (2004). Why people continue to play Online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology & Behavior, 7(1), 11–24. https://doi.org/10.1089/109493104322820066.
Chong, L. S., Senich, K. L., Olezeski, C. L., Rabkin, A. N., & Gordis, E. B. (2023). Childhood exposure to aggressive parenting and trait anxiety during emerging Adulthood: Moderating role of autonomic nervous system activity. Journal of Family Violence, 38(8), 1499–1508. https://doi.org/10.1007/s10896-022-00460-z.
Cohen, S., & Wills, T. A. (1985). Stress, social support, and the buffering hypothesis. Psychological Bulletin, 98, 310–357. https://doi.org/10.1037/0033-2909.98.2.310.
Article CAS PubMed Google Scholar
DiBartolo, P. M., & Rendón, M. J. (2012). A critical examination of the construct of perfectionism and its relationship to mental health in Asian and African americans using a cross-cultural framework. Clinical Psychology Review, 32(3), 139–152. https://doi.org/10.1016/j.cpr.2011.09.007.
Fei, L., Qian, S., Zhi-Huan, Y., Yan, Z., & Sai-Jia, Z. (2014). The relationship of Master Graduate Students’ perceived stress, state-ttrait anxiety and perfectionism with Sleep Quality. Journal of Psychological Science, 37(6), 1409–1414. https://doi.org/10.16719/j.cnki.1671-6981.2014.06.021.
Ford, B. Q., Tamir, M., Gagnon, S. A., Taylor, H. A., & Brunyé, T. T. (2012). The angry spotlight: Trait anger and selective visual attention to rewards. European Journal of Personality, 26(2), 90–98. https://doi.org/10.1002/per.1840.
Frost, R. O., Marten, P., Lahart, C., & Rosenblate, R. (1990). The dimensions of perfectionism. Cognitive Therapy and Research, 14(5), 449–468. https://doi.org/10.1007/BF01172967.
Gan, X., Xiang, G. X., Li, H., Wang, S. H., Jin, X., & Zhu, C. S. (2022). Cumulative family risk and internet gaming disorder among adolescents: A serial Mediating Model of Personal Growth Initiative and Gratitude [Original Research]. Frontiers in Public Health, 10. https://doi.org/10.3389/fpubh.2022.819324.
Giakoumaki, S. G., Roussos, P., Zouraraki, C., Spanoudakis, E., Mavrikaki, M., Tsapakis, E. M., & Bitsios, P. (2012). Sub-optimal parenting is associated with schizotypic and anxiety personality traits in adulthood. European Psychiatry, 28(4), 254–260. https://doi.org/10.1016/j.eurpsy.2012.07.002.
Gong, Z., Wang, L., & Wang, H. (2021). Perceived stress and internet addiction among Chinese College Students: Mediating Effect of Procrastination and moderating effect of Flow. Frontiers in Psychology, 12, https://doi.org/10.3389/fpsyg.2021.632461. [Original Research].
Hardie-Bick, J., & Bonner, P. (2015). Experiencing flow, enjoyment and risk in skydiving and climbing. Ethnography, 17(3), 369–387. https://doi.org/10.1177/1466138115609377.
Hayes, A. F. (2012). PROCESS: A versatile computational tool for observed variable mediation, moderation, and conditional process modeling. In: University of Kansas, KS.
Herodotou, C., Kambouri, M., & Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior, 32, 23–31. https://doi.org/10.1016/j.chb.2013.10.054.
Hew, J. J., Lee, V. H., T’ng, S. T., Tan, G. W. H., Ooi, K. B., & Dwivedi, Y. K. (2023). Are Online Mobile gamers really happy? On the suppressor role of online game addiction. Information Systems Frontiers. https://doi.org/10.1007/s10796-023-10377-7.
Hong-Xia, Z. H. A. N. G., X. Y (2008). The motivational process model of adolescent online gamers’ playing intention. Acta Psychologica Sinica, 40(12), 1275–1286. https://doi.org/10.3724/SP.J.1041.2008.01275.
Hyun, G. J., Han, D. H., Lee, Y. S., Kang, K. D., Yoo, S. K., Chung, U. S., & Renshaw, P. F. (2015). Risk factors associated with online game addiction: A hierarchical model. Computers in Human Behavior, 48, 706–713. https://doi.org/10.1016/j.chb.2015.02.008.
Ji, L., & Tan, J. (2020). Perfectionism parenting styles and Online Gaming Addiction of Junior High School students:The mediating roles of anxiety and loneliness. Educational Research and Experiment, 1, 86–91.
Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its psychological predictors. Computers in Human Behavior, 31, 118–122. https://doi.org/10.1016/j.chb.2013.10.017.
Khalid, A., Zhang, Q., Wang, W., Ghaffari, A. S., & Pan, F. (2019). The relationship between procrastination, perceived stress, saliva alpha-amylase level and parenting styles in Chinese first year medical students. Psychology Research and Behavior Management, 12, 489–498. https://doi.org/10.2147/PRBM.S207430.
Article PubMed PubMed Central Google Scholar
Kiatsakared, P., & Chen, K. Y. (2022). The Effect of Flow Experience on Online Game Addiction during the COVID-19 pandemic: The moderating effect of activity passion. Sustainability, 14(19). https://doi.org/10.3390/su141912364.
Kim, Y. Y., Kim, M. H., & Oh, S. (2014). Emerging factors affecting the continuance of online gaming: The roles of bridging and bonding social factors. Cluster Computing, 17(3), 849–859. https://doi.org/10.1007/s10586-013-0316-1.
Lee, H. W., Chang, K., Uhm, J. P., & Owiro, E. (2023). How Avatar Identification affects enjoyment in the Metaverse: The roles of Avatar Customization and Social Engagement. Cyberpsychology. Behavior and Social Networking, 26(4), 255–262. https://doi.org/10.1089/cyber.2022.0257.
Li, W., & Qian, M. (1995). Revision of the State-Trait anxiety inventory with sample of Chinese college students. Chinese Science Abstracts Series B. https://doi.org/10.13209/j.0479-8023.1995.014.
Li, D., Liau, A., Khoo, A., & Cyberpsychology (2011). Behavior and Social Networking, 14(9), 535–539. https://doi.org/10.1089/cyber.2010.0463.
Li, F., Zhang, D., Wu, S., Zhou, R., Dong, C., & Zhang, J. (2023). Positive effects of online games on the growth of college students: A qualitative study from China. Frontiers in Psychology, 14, https://doi.org/10.3389/fpsyg.2023.1008211. Original Research.
Lo, S. K., Lie, T., & Li, C. L. (2016). The relationship between online game playing motivation and selection of online game characters–the case of Taiwan. Behaviour & Information Technology, 35(1), 57–67. https://doi.org/10.1080/0144929X.2015.1094826.
Ma, Y., Siu, A., & Tse, W. S. (2018). The role of high parental expectations in adolescents’ academic performance and depression in Hong Kong. Journal of Family Issues, 39(9), 2505–2522. https://doi.org/10.1177/0192513x18755194.
Madjar, N., Voltsis, M., & Weinstock, M. P. (2015). The roles of perceived parental expectation and criticism in adolescents’ multidimensional perfectionism and achievement goals. Educational Psychology, 35(6), 765–778. https://doi.org/10.1080/01443410.2013.864756.
McGinnis, L. P., Gentry, J. W., & Tao, G. (2008). The impact of Flow and Communitas on Enduring involvement in Extended Service encounters. Journal of Service Research, 11(1), 74–90. https://doi.org/10.1177/1094670508319046.
Mehroof, M., Griffiths, M. D., & Cyberpsychology (2010). Behavior and Social Networking, 13(3), 313–316. https://doi.org/10.1089/cyber.2009.0229.
Na, E., Choi, I., Lee, T. H., Lee, H., Rho, M. J., Cho, H., & Kim, D. J. (2017). The influence of game genre on internet gaming disorder. Journal of Behavioral Addictions, 6(2), 248–255. https://doi.org/10.1556/2006.6.2017.033.
Article PubMed Central Google Scholar
Nakamura, J., & Csikszentmihalyi, M. (2014). The Concept of Flow. In M. Csikszentmihalyi (Ed.), Flow and the Foundations of Positive Psychology: The Collected Works of Mihaly Csikszentmihalyi (pp. 239–263). Springer Netherlands. https://doi.org/10.1007/978-94-017-9088-8_16.
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in Online environments: A structural modeling Approach. Marketing Science, 19(1), 22–42. https://doi.org/10.1287/mksc.19.1.22.15184.
Ong, S. L., Abdullah, K. L., Danaee, M., Soh, K. L., Soh, K. G., & Japar, S. (2019). Stress and anxiety among mothers of premature infants in a Malaysian neonatal intensive care unit. Journal of Reproductive and Infant Psychology, 37(2), 193–205. https://doi.org/10.1080/02646838.2018.1540861.
Peleg, O., Deutch, C., & Dan, O. (2016). Test anxiety among female college students and its relation to perceived parental academic expectations and differentiation of self. Learning and Individual Differences, 49, 428–436. https://doi.org/10.1016/j.lindif.2016.06.010.
Pelet, J., Ettis, S., & Cowart, K. (2017). Optimal experience of flow enhanced by telepresence: Evidence from social media use. Information & Management, 54(1), 115–128. https://doi.org/10.1016/j.im.2016.05.001.
Phillips, A. C. (2013). Perceived Stress. In M. D. Gellman & J. R. Turner (Eds.), Encyclopedia of Behavioral Medicine (pp. 1453–1454). Springer New York. https://doi.org/10.1007/978-1-4419-1005-9_479.
Ratan, R., Chen, V. H. H., Grove, F. D., Breuer, J., Quandt, T., & Williams, J. P. (2022). Gender, gaming motives, and genre: Comparing Singaporean, German, and American players. IEEE Transactions on Games, 14(3), 456–465. https://doi.org/10.1109/TG.2021.3116077.
Rodríguez-Ardura, I., & Meseguer-Artola, A. (2017). Flow in e-learning: What drives it and why it matters. British Journal of Educational Technology, 48(4), 899–915. https://doi.org/10.1111/bjet.12480.
Romano, D., Pfeiffer, C., Maravita, A., & Blanke, O. (2014). Illusory self-identification with an avatar reduces arousal responses to painful stimuli. Behavioural Brain Research, 261, 275–281. https://doi.org/10.1016/j.bbr.2013.12.049.
Shaffer, H. J., Tom, M. A., Wiley, R. C., Wong, M. F. Y., Chan, E. M. L., Cheng, G. L. F., & Lee, M. (2018). Using the Syndrome Model of Addiction: A preliminary consideration of Psychological States and traits. International Journal of Mental Health and Addiction, 16(6), 1373–1393. https://doi.org/10.1007/s11469-018-9952-2.
Shek, D. T. L. (2007). Perceived parental control based on Indigenous Chinese Parental Control Concepts in adolescents in Hong Kong. The American Journal of Family Therapy, 35(2), 123–137. https://doi.org/10.1080/01926180600553480.
Spielberger, C. D., & Reheiser, E. C. (2009). Assessment of emotions: Anxiety, anger, Depression, and curiosity. Applied Psychology: Health and Well-Being, 1(3), 271–302. https://doi.org/10.1111/j.1758-0854.2009.01017.x.
Spilberger, C. (1983). Manual for the state-trait anxiety inventory: STAI (Form Y). Palo Alto.
Tan, J. B., & Yates
Comments (0)