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Predicting the Time Spent Playing Computer and Mobile Games among Medical Undergraduate Students Using Interpersonal Relations and Social Cognitive Theory: A Cross-Sectional Survey in Chongqing, China

Background: Computer and mobile games are widely used among undergraduate students worldwide, especially in China. Our objective was to predict the time spent playing computer and mobile games based on interpersonal relations and social cognitive theory constructs (i.e., expectation, self-efficacy,...

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Dettagli Bibliografici
Pubblicato in:Int J Environ Res Public Health
Autori principali: Chen, Li, Liu, Ruiyi, Zeng, Huan, Xu, Xianglong, Zhu, Rui, Sharma, Manoj, Zhao, Yong
Natura: Artigo
Lingua:Inglês
Pubblicazione: MDPI 2018
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Accesso online:https://ncbi.nlm.nih.gov/pmc/articles/PMC6121282/
https://ncbi.nlm.nih.gov/pubmed/30082624
https://ncbi.nlm.nih.govhttp://dx.doi.org/10.3390/ijerph15081664
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