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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,...
Autores principales: | Chen, Li, Liu, Ruiyi, Zeng, Huan, Xu, Xianglong, Zhu, Rui, Sharma, Manoj, Zhao, Yong |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2018
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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 |
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