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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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Detalles Bibliográficos
Autores principales: Chen, Li, Liu, Ruiyi, Zeng, Huan, Xu, Xianglong, Zhu, Rui, Sharma, Manoj, Zhao, Yong
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6121282/
https://www.ncbi.nlm.nih.gov/pubmed/30082624
http://dx.doi.org/10.3390/ijerph15081664