Playing mobile games for stress recovery purposes
A survey of Chinese adolescents
Bibliographic Data
| ID | 21558752 |
|---|---|
| Authors | Cheng Chen (0000-0002-3583-9370, Pennsylvania State University, corresponding author) |
| Year | 2021 |
| Volume | 56 |
| Pages | 101481 |
| Publication date | 2021-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Telematics and Informatics (JOURNAL) |
| Journal identifiers | ISSN: 0736-5853 • E-ISSN: 1879-324X |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.tele.2020.101481 |
| OpenAlex | W3048459214 |
| Language | EN |
| Citations received | 1 |
| References cited | 38 |
China · Developmental psychology · Peer pressure · Stressor · Applied Psychology · Attachment and Relationship Dynamics · Clinical Psychology · Computer Science · Impact of Technology on Adolescents · Psychological and Temporal Perspectives Research · Psychology · Social Psychology
Current Perspectives on Job-Stress Recovery
Recovery, Health, and Job Performance
Profiles of adolescent stress
Games and Recovery
The Recovery Experience Questionnaire
Early adolescent Internet game addiction in context
The Development of Companionship and Intimacy
Advances in recovery research
Using television to alleviate boredom and stress
Switching Off Mentally
Work stress, weight gain and weight loss
"Did you have a nice evening?" A day-level study on recovery experiences, sleep, and affect.
Longitudinal Assessment of Autonomy and Relatedness in Adolescent-Family Interactions as Predictors of Adolescent Ego Development and Self-Esteem
Daily recovery from work-related effort during non-work time
Cutoff criteria for fit indexes in covariance structure analysis
Common method biases in behavioral research
Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
Media Entertainment and Well-Being-Linking Hedonic and Eudaimonic Entertainment Experience to Media-Induced Recovery and Vitality
Handbook of Digital Games
Internet Gratifications and Internet Addiction
In the Mood to Game”
Why do people play mobile social games? An examination of network externalities and of uses and gratifications
Recovery from job stress
Conservation of resources
The benefits of playing video games
Mood Management Through Communication Choices
| Unique citing works | 1 |
|---|---|
| Citations per year | 0,33 |
| Citation span | 2023 - 2023 (1) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 1 |