Exploring the relationship between smartphone activities, flow experience, and boredom in free time
Bibliographic Data
| ID | 21563264 |
|---|---|
| Authors | Louis Leung (0000-0003-1622-8213, Hong Kong Shue Yan University, corresponding author) |
| Year | 2020 |
| Volume | 103 |
| Pages | 130-139 |
| Publication date | 2020-02-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2019.09.030 |
| OpenAlex | W2975614958 |
| Language | EN |
| Citations received | 39 |
| References cited | 40 |
Boredom · Entertainment · Feeling · Pleasure · Applied Psychology · Flow Experience in Various Fields · Impact of Technology on Adolescents · Mind wandering and attention · Psychology · Social Psychology
Exploring Stress and Problematic Use of Short-Form Video Applications among Middle-Aged Chinese Adults
Autonomy Need Dissatisfaction in Daily Life and Problematic Mobile Phone Use
Latent Profile Analysis of Problematic Smartphone Use and Parental Strategies
Lost in multitasking
Relations between academic boredom, academic achievement, ICT use, and teacher enthusiasm among adolescents
Interaction and learning engagement in online learning
Examining the relationship between quest for significance and smartphone addiction
The influence of information similarity overload on users’ withdrawal behaviour from social communities on SNSs
Flow Experience Is a Key Factor in the Likelihood of Adolescents’ Problematic TikTok Use
Covid-19 Stress and Addictive Social Media Use (SMU)
Investigating the Influence of Interaction on Learning Persistence in Online Settings
Psychological Effects of Covid-19 Epidemic and Quarantine
“Instant Happiness”
The entity belief of concentration ability predicts cognitive load, failure-attribution, and flow experience when using a virtual reality device
Self-esteem level and smartphone use in Chinese adolescents
Exploring digital natives' mobile addiction syndrome in Taiwan
Linking classroom environment to writing feedback literacy
Watching the world from my screen
Glued to your phone? Generation Z's smartphone addiction and online compulsive buying
The role of flow and media multitasking for problematic smartphone use and the different types of smartphone use
From skill growth expectancy to online game commitment
“My other hand”
Winning isn't everything
Are smartphones addictive? Examining the cognitive-behavior model of motivation, leisure boredom, extended self, and fear of missing out on possible smartphone addiction
How vloggers embrace their viewers
How can avatar’s item customizability impact gamer loyalty
Leisure boredom, leisure challenge, smartphone use, and emotional distress among U.S. college students
Uncovering associations between users' behaviour and their flow experience
Development and validation of the online flow conditions scale for shopping apps
Influence of different parental mediation strategies on adolescents’ hedonistic smartphone use
Felt Time Scale (FTS)
Play, pause or praise? – a dual factor theory exploration of continuance, discontinuance and recommendation intentions in OTT platforms
Subjective well-being and its impact on online game addiction
True colors
Smartphone use increases the likelihood of making short-sighted financial decisions
From Boredom to Authenticity Bubbles
Cultural participation in transition
The Relationship Between Faculty Support, Academic Self-efficacy, Academic Emotions, and Online Learning Performance Among University Students in China
Why premium in freemium
Psychological Motives and Online Games Addiction
Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior
Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction
Flow in Computer-Mediated Communication
The Role of Flow Experience in Cyber-Game Addiction
Communities in Cyberspace
Entertainment as Pleasurable and Meaningful
Ritualized and Instrumental Television Viewing
Predictors of Internet Use
The Impacts of Ict on leisure Activities and Travel
Happiness, flow, and economic equality
Seriously Entertained
Uses and Gratifications Theory in the 21st Century
When you retire, does everything become leisure? Information and communication technology use and the work/leisure boundary in retirement
The mobile internet in the wild and every day
Flow and Media Enjoyment
Proneness to Boredom Mediates Relationships Between Problematic Smartphone Use With Depression and Anxiety Severity
The Technological Transformation of Leisure
Development and validation of a multidimensional scale measuring free time boredom
(Re-)thinking digital leisure
The costs and benefits of hedonism
Boredom in the Middle School Years
Perceptions of Boredom in Leisure
Boredom at Work
Smartphone use undermines enjoyment of face-to-face social interactions
Uses and Gratifications and Exposure To Public Television
Boredom
| Unique citing works | 39 |
|---|---|
| Citations per year | 6,5 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 34 |