Citation

Computer Games and Self-Efficacy: Effects of Game Experience on Various Types of Self-Efficacies

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Abstract:

Based on the social learning theory, this study investigates whether various game experiences affect game users’ efficacy expectations on domains directly or indirectly related to computer games. Specifically, we test whether computer game experiences directly affect game users’ Computer Game Self-Efficacy (CGSE) and Computer Self-Efficacy (CSE). In addition, following the generality of Bandura's self-efficacy argument, we examine whether task specific self-efficacies (TSSEs: CGSE and CSE) affect middle-ranged self-efficacy (ASE, Academic self-efficacy) and General Self-Efficacy (GSE). Finally, we check whether TSSEs mediate between computer game experiences and more generalized self-efficacies (ASE and GSE). Analyses of a nationwide survey with 558 participants (ages 13-23) indicate that game experiences significantly affect CGSE and CSE. CGSE also influences both ASE and GSE. Furthermore, CGSE mediates the effects of game experiences on ASE and GSE. Findings and implications are discussed.

Most Common Document Word Stems:

game (171), efficaci (162), self (153), self-efficaci (143), experi (89), comput (79), cgse (49), ase (43), effect (42), gse (39), p (35), general (34), cse (34), onlin (33), m (27), success (26), task (25), specif (24), bandura (24), affect (23), 1 (23),
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Association:
Name: International Communication Association
URL:
http://www.icahdq.org


Citation:
URL: http://citation.allacademic.com/meta/p490759_index.html
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MLA Citation:

Lee, Kwan., Jeong, Eui. and Ryu, SeoungHo. "Computer Games and Self-Efficacy: Effects of Game Experience on Various Types of Self-Efficacies" Paper presented at the annual meeting of the International Communication Association, TBA, Boston, MA, May 25, 2011 <Not Available>. 2014-11-26 <http://citation.allacademic.com/meta/p490759_index.html>

APA Citation:

Lee, K. M., Jeong, E. J. and Ryu, S. , 2011-05-25 "Computer Games and Self-Efficacy: Effects of Game Experience on Various Types of Self-Efficacies" Paper presented at the annual meeting of the International Communication Association, TBA, Boston, MA Online <APPLICATION/PDF>. 2014-11-26 from http://citation.allacademic.com/meta/p490759_index.html

Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: Based on the social learning theory, this study investigates whether various game experiences affect game users’ efficacy expectations on domains directly or indirectly related to computer games. Specifically, we test whether computer game experiences directly affect game users’ Computer Game Self-Efficacy (CGSE) and Computer Self-Efficacy (CSE). In addition, following the generality of Bandura's self-efficacy argument, we examine whether task specific self-efficacies (TSSEs: CGSE and CSE) affect middle-ranged self-efficacy (ASE, Academic self-efficacy) and General Self-Efficacy (GSE). Finally, we check whether TSSEs mediate between computer game experiences and more generalized self-efficacies (ASE and GSE). Analyses of a nationwide survey with 558 participants (ages 13-23) indicate that game experiences significantly affect CGSE and CSE. CGSE also influences both ASE and GSE. Furthermore, CGSE mediates the effects of game experiences on ASE and GSE. Findings and implications are discussed.


Similar Titles:
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Measuring Electronic Government Procurement Success and Testing for the Moderating Effect of Computer Self-efficacy


 
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