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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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Podrobná bibliografie
Vydáno v:Int J Environ Res Public Health
Hlavní autoři: Chen, Li, Liu, Ruiyi, Zeng, Huan, Xu, Xianglong, Zhu, Rui, Sharma, Manoj, Zhao, Yong
Médium: Artigo
Jazyk:Inglês
Vydáno: MDPI 2018
Témata:
On-line přístup: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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