scholarly journals Casual relation among interpersonal relationship satisfaction, internet game addiction, and emotional problems in early adolescents

2015 ◽  
Vol 20 (3) ◽  
pp. 687-701 ◽  
Author(s):  
이정은 ◽  
배성만
2003 ◽  
Vol 2 (3) ◽  
pp. 156-168 ◽  
Author(s):  
Alan Ralph ◽  
John Winston Tournbourou ◽  
Morgen Grigg ◽  
Rhiannon Mulcahy ◽  
Michael Carr-Gregg ◽  
...  

2019 ◽  
Vol 31 (1) ◽  
pp. 184-201 ◽  
Author(s):  
Shaowen Ni ◽  
Kenichi Ishii

PurposeWith the development of the economy, Chinese consumers increasingly seek and emphasise hedonic value over utility value when shopping. The purpose of this paper is to examine the relationship between shopping and consumers’ subjective well-being (SWB), the mediation effect of interpersonal relationship satisfaction and the moderation effects of tradition-directedness and trust in strangers on this relationship.Design/methodology/approachThis research includes two studies. Study 1 tested hypotheses regarding the effects of general shopping behaviours based on data from the 2012 Survey of the Chinese General Social Survey (n=5,210). Study 2 tested hypotheses regarding the effects of mall shopping based on a questionnaire survey conducted in 2016 (n=251).FindingsResults showed that shopping promoted SWB and interpersonal relationship satisfaction mediated this correlation. Findings also revealed that both the direct effect of mall shopping on SWB and the indirect effect through interpersonal relationship satisfaction were contingent on the level of tradition-directedness; the direct effect was significant only at a low level of tradition-directedness. Trust in strangers moderated the effect of mall shopping on interpersonal relationship satisfaction.Originality/valueThe economy and society in China are changing tremendously, affecting consumers’ values and behaviour. This study highlights one aspect of this change, provides a framework for the exploration of the relationship between shopping and SWB and extends a new understanding of how Chinese consumers’ behaviours and lifestyles are associated.


2019 ◽  
Vol 3 (2) ◽  
pp. 75-79
Author(s):  
Harits Ar Rosyid ◽  
Della Murbarani Prawidya ◽  
Amalia Amalia ◽  
Erna Fajariani ◽  
Hanif Adhilaga ◽  
...  

The trend of playing the online game had affected many kinds of people including students. People play online games to relieve their tension or as a mood repair, given that such games provide entertainment.  This research aims to determine the online game addiction of the students, their psychological state, and also their interpersonal relationships. We collected data via a questionnaire-based survey to 72 students who played an online game. From a demographic perspective, most participants were male students from the electrical engineering department. As a result, the indications of players’ addiction are the daily playing session of at least four hours and the fact that they were experienced (loyal) players. Briefly, playing online games contributed to the student's psychological state, emotional level, time management, and also problem-solving ability. Fortunately, these players rarely had conflicts with either their parents, friend or others.


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