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Aims To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the ne...
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Aims To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ). Design and setting The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts selected randomly from the pool of conscripts who started their military service between 2013 and 2015. Participants The questionnaire was administered to all those who had played video games during the last 6 months and consisted of 853 gamers (86.8% men, mean age = 19.4 years). Measurements All participants completed the EGMQ, as well as other measures of gaming behaviour, gaming problems, boredom, loneliness and depression. Findings The confirmatory factor analyses showed that the proposed EGMQ (measuring enhancement, coping, social and self-gratification motives) displayed satisfactory fit and internal consistency. Hierarchical regression analyses showed that gender emerged as a significant predictor (P < 0.001) of all the dependent variables (variety, hours weekly gaming, loss of control and gaming problems) and the first step explained between 1 and 6.1% of the variance in the gaming behaviours. In the second step the four motivational dimensions explained an additional 5.8-38.8% of the variance. Coping and self-gratification predicted gaming problems (P < 0.001) and coping alone predicted loss of control (P < 0.001). The four motivational dimensions were also predicted differentially by indicators of psychosocial wellbeing, indicating divergent validity of the four motives. Conclusions The four-dimensional Electronic Gaming Motives Questionnaire is a valid instrument for measuring motives for gaming.
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This article explores self-motivation. I ask how people can strategically manipulate their circumstances to motivate themselves to reach their own goals. I first identify four areas of motivation research, including (a) setting a ...
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This article explores self-motivation. I ask how people can strategically manipulate their circumstances to motivate themselves to reach their own goals. I first identify four areas of motivation research, including (a) setting a goal, (b) sustaining motivation through progress feedback, (c) managing multiple, competing goals, and (d) leveraging social support. I then describe some of the main principles that govern motivation under each of these areas and how people can use these principles to motivate themselves to reach their own goals. I discuss the implications of discoveries in motivation science on how to motivate others to the study of self-motivation and how people motivate themselves.
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Facebook has been shown to be the most popular social network in the United States. Facebook not only has implications in the online world, but face-to-face connections are also affected by this medium. This study explores the use...
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Facebook has been shown to be the most popular social network in the United States. Facebook not only has implications in the online world, but face-to-face connections are also affected by this medium. This study explores the uses of Facebook for self-disclosure behavior utilizing the uses and gratifications perspective. Using a convenience sample of Facebook users, this study examines individual and sociological factors as well as Facebook motives to discover the impact on depth, breadth, and amount of user self-disclosure. Path analyses showed that the Big Five personality factors, self-esteem, social cohesion, and motives contribute to self-disclosure dimensions. However, demographic variables did not impact disclo-siveness. Limitations are discussed and directions for future research are proposed.
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Virtually seductive qualities of identity sharing, content gratification, and ample social atmosphere have made Facebook the most popular social network, boasting 890 million daily users ("Facebook Reports Fourth Quarter," 2015; J...
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Virtually seductive qualities of identity sharing, content gratification, and ample social atmosphere have made Facebook the most popular social network, boasting 890 million daily users ("Facebook Reports Fourth Quarter," 2015; Joinson, 2008; Orchard et al., 2014, Reinecke et al., 2014). Online social network studies largely overlook the individual, limiting the understanding of what exactly drives people to use, abuse, even become dependent on sites like Facebook. Based on the theory of uses and gratifications, Q methodology subjectively observes what draws users to Facebook, focusing specifically on Facebook user characteristics. Past studies neglect the existence of three of the four factor groups discovered in this study, making these effectually new discoveries for academia (Alloway, Runac, Quershi, & Kemp, 2014; Cheung, Chieu & Lee, 2011; Sheldon, 2008, Tosun, 2012; Yang & Brown, 2013). These findings increase understanding of online usage, even addiction, and will help cater future social networks to specific users.
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Most previous delay of gratification tests were developed for children and are inappropriate for application in adults. The authors therefore developed the Delay of Gratification Test for Adults (DoG-A), which includes four types ...
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Most previous delay of gratification tests were developed for children and are inappropriate for application in adults. The authors therefore developed the Delay of Gratification Test for Adults (DoG-A), which includes four types of reward that are meaningful to adults, namely snacks, real money, hypothetical money, and magazines. Four subscores and two composite scores can be calculated. This study is the first to evaluate the DoG-A and to investigate its association with external variables. A community sample of 147 cognitively healthy participants aged between 60 and 94 years completed a questionnaire and cognitive tests measuring delay discounting, self-regulation, motivational self-concept, personality, wellbeing, and cognitive function. The intercorrelations of the subscales were low to medium and the internal consistency of the composite scores was moderate (α = .4), indicating relative domain independence of the four reward types. The nomological net established by investigating the relations of the DoG-A with other constructs proved to be fairly meaningful. The correlations of all subscales with the delay discounting rate were significant and moderate. The Snacks subscale showed the most consistent pattern of results in terms of moderate positive correlations with self-reported motivation regulation, optimism, dutifulness, and deliberation. The Snacks subscale also correlated with various measures of wellbeing. A regression analysis showed that DoG Snacks remained a significant predictor of wellbeing when self-reported self-regulation and other variables were controlled. These findings indicate that the DoG-A yields an interpretable behavioral measure of self-motivation and offers a developmentally adequate extension of the delay of gratification paradigm for use with adults.
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摘要 :
Most previous delay of gratification tests were developed for children and are inappropriate for application in adults. The authors therefore developed the Delay of Gratification Test for Adults (DoG-A), which includes four types ...
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Most previous delay of gratification tests were developed for children and are inappropriate for application in adults. The authors therefore developed the Delay of Gratification Test for Adults (DoG-A), which includes four types of reward that are meaningful to adults, namely snacks, real money, hypothetical money, and magazines. Four subscores and two composite scores can be calculated. This study is the first to evaluate the DoG-A and to investigate its association with external variables. A community sample of 147 cognitively healthy participants aged between 60 and 94 years completed a questionnaire and cognitive tests measuring delay discounting, self-regulation, motivational self-concept, personality, wellbeing, and cognitive function. The intercorrelations of the subscales were low to medium and the internal consistency of the composite scores was moderate (α =.4), indicating relative domain independence of the four reward types. The nomological net established by investigating the relations of the DoG-A with other constructs proved to be fairly meaningful. The correlations of all subscales with the delay discounting rate were significant and moderate. The Snacks subscale showed the most consistent pattern of results in terms of moderate positive correlations with self-reported motivation regulation, optimism, dutifulness, and deliberation. The Snacks subscale also correlated with various measures of wellbeing. A regression analysis showed that DoG Snacks remained a significant predictor of wellbeing when self-reported self-regulation and other variables were controlled. These findings indicate that the DoG-A yields an interpretable behavioral measure of self-motivation and offers a developmentally adequate extension of the delay of gratification paradigm for use with adults.
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Purpose The purpose of this paper is to develop a conceptual framework, which identifies intrinsic, social and extrinsic gratification factors as essential individual factors influencing users' disclosure of personal information v...
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Purpose The purpose of this paper is to develop a conceptual framework, which identifies intrinsic, social and extrinsic gratification factors as essential individual factors influencing users' disclosure of personal information via mobile instant messaging (MIM) applications (apps). In addition, the author has examined whether gender affects those different factors of gratification. Design/methodology/approach Data are collected via paper-based survey from university students who use MIM in the United Arab Emirates. Structural equation modeling is used to test the hypotheses that are presented in the model. Findings The findings show that intrinsic gratifications (entertainment and escapism) and social gratifications (social interaction) have positive effects on the depth and breadth of self-disclosure via MIM apps. Additionally, women's self-disclosure of personal information is positively affected by social influence, while men are not influenced by this type of gratification. Originality/value The study aims to enhance the current understanding of the limited research on the uses and gratifications approach within the context of MIM apps to identify the gratifications that motivate MIM apps users to disclose personal information.
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This study applies the uses and gratifications theory (U&G) to examine self-disclosive behavior on Facebook. Using a convenience sample of 301 Facebook users, path analyses were conducted to determine how individual factors, social cohesion, and motives affect the honesty, valence, and intent of self-disclosure. Results showed that U&G provided a useful model for exploring the relationships among study variables. Facebook users motivated by relationship maintenance were generally more honest, intentional, and positive than others. Higher self-esteem was related to more positive self-disclosure, as well. Conversely, participants motivated to use Facebook for virtual community and companionship disclosed the most dishonest, unintentional, and negative information. These and other direct and indirect predictors of self-disclosure are discussed in light of the existing literature on Facebook self-disclosure. (C) 2015 Elsevier Ltd. All rights reserved....
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This study applies the uses and gratifications theory (U&G) to examine self-disclosive behavior on Facebook. Using a convenience sample of 301 Facebook users, path analyses were conducted to determine how individual factors, social cohesion, and motives affect the honesty, valence, and intent of self-disclosure. Results showed that U&G provided a useful model for exploring the relationships among study variables. Facebook users motivated by relationship maintenance were generally more honest, intentional, and positive than others. Higher self-esteem was related to more positive self-disclosure, as well. Conversely, participants motivated to use Facebook for virtual community and companionship disclosed the most dishonest, unintentional, and negative information. These and other direct and indirect predictors of self-disclosure are discussed in light of the existing literature on Facebook self-disclosure. (C) 2015 Elsevier Ltd. All rights reserved.
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In the 1960s, Mischel and colleagues developed a simple 'marshmallow test' to measure preschoolers' ability to delay gratification. In numerous follow-up studies over 40 years, this 'test' proved to have surprisingly significant p...
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In the 1960s, Mischel and colleagues developed a simple 'marshmallow test' to measure preschoolers' ability to delay gratification. In numerous follow-up studies over 40 years, this 'test' proved to have surprisingly significant predictive validity for consequential social, cognitive and mental health outcomes over the life course. In this article, we review key findings from the longitudinal work and from earlier delay-of-gratification experiments examining the cognitive appraisal and attention control strategies that underlie this ability. Further, we outline a set of hypotheses that emerge from the intersection of these findings with research on 'cognitive control' mechanisms and their neural bases. We discuss implications of these hypotheses for decomposing the phenomena of 'willpower' and the lifelong individual differences in self-regulatory ability that were identified in the earlier research and that are currently being pursued.
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Self-control underlies cognitive abilities such as decision making and future planning. Delay of gratification is a measure of self-control and involves obtaining a more valuable outcome in the future by tolerating a delay or inve...
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Self-control underlies cognitive abilities such as decision making and future planning. Delay of gratification is a measure of self-control and involves obtaining a more valuable outcome in the future by tolerating a delay or investing a greater effort in the present. Contextual issues, such as reward visibility and type, may influence delayed gratification performance, although there has been limited comparative investigation between humans and other animals, particularly non-primate species. Here, we adapted an automated 'rotating tray' paradigm used previously with capuchin monkeys to test for delay of gratification ability that requires little pre-test training, where the subject must forgo an immediate, less preferred reward for a delayed, more preferred one. We tested New Caledonian crows and 3-5-year-old human children. We manipulated reward types to differ in quality or quantity (Experiments 1 and 2) as well as visibility (Experiment 2). In Experiments 1 and 2, both species performed better when the rewards varied in quality as opposed to quantity, though performed above chance in both conditions. In Experiment 1, both crows and children were able to delay gratification when both rewards were visible. In Experiment 2, 5-year-old children outperformed 3- and 4-year olds, though overall children still performed well, while the crows struggled when reward visibility was manipulated, a result which may relate to difficulties in tracking the experimenters' hands during baiting. We discuss these findings in relation to the role of contextual issues on self-control when making species comparisons and investigating the mechanisms of self-control.
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