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007). It is therefore reasonable to expect that stronger parental monitoring(through asking probing questions, placing the computer in an observable spot, tracking a whereabouts, showing interest in school performance etc. )will reduce ones playing time, and prevent higher levels of online gaming addiction. Hen H7a: Parental monitoring reduces online game playing H7b: Parental monitoring reduces the level of addiction to online games Individual's perceptions regarding the availability of resources(e. g, technical support)influence their usage of information systems(Taylor Todd, 1995). The applies to online games(Blakely et al., 2010). In this context resources, such as play time, funding, and equipment, can be constrained by parents/ guardians and teacl ase of adolescents, or by employers, life circumstances, and family members in the case of more mature individuals. Such constraints can reduce one's access to onli for example, by restricting playing time. Free time is associated with more frequent playing of online games(Wan& Chiou, 2006), and hence, by restricting it one co person's use time and levels of addiction. In many cases, other resources are also needed (e.g, money, network access, fast computers)(Jeong& Kim, 2007); and by ogic, if these are constrained, one s play time and level of addiction should be diminished. Hence: H8a: Resource restriction reduces online game playing. H8b: Resource restriction reduces the level of addiction to online games Prevention and harm reduction strategies focusing on increasing substance prices can diminish substance problems(Mosher, 1999; Ponicki et al, 2007). The san nould apply to potentially problematic use of information systems, and specifically online games. The perceived cost of using an IT artifact or service is an importan determinant of IS use because it influences its perceived value(Turel et al., 2007). If this cost is increased, the perceived benefits seem lower compared to the costs, a subsequently use is reduced (Turel et al., 2010). Thus, we expect that the perceived cost of online games should reduce one's willingness to play games, and his or a Note that in the Chinese online gaming market, gamers can incur any combination of four types of costs. One type of games is free of charge at lower levels, but dvance in the game they need point-cards which they can buy at stores. Another family of games is also free of charge, but gamers may need to purchase virtual prop o do better in these games. Regardless, a third type of cost is very common among adolescents in China. Many of them do not have computers at home, and even if ti lay want to socialize and/or avoid parental monitoring. Thus, the use of Intemet cafes for gaming purposes is very popular. The fees for Internet cafes are therefore a they may face. Lastly, even if a person has a computer, he or she may need to purchase special gamming gears and pay for high speed Internet connection. Thus, the ases there is some cost involved in online gaming, which is the basis for perceived cost assessments. H9a: Perceived cost reduces online game playing. H9b: Perceived cost reduces the level of addiction to online games The hypotheses translate into the nomological network presented in Figure I Figure 1 Research Model Methods A paper-based survey was used for data collection. The survey (see Appendix A[lD was developed through a simplified process of survey translation and adapta et al., 2000, Geisinger, 1994)which involved item generation, synthesis, forward and backward translation, and review. Whenever possible, valid existing scales were adjusting them to the context of online game playing, le scales were developed based on concepts described in the literature Content validity was established2007). It is therefore reasonable to expect that stronger parental monitoring (through asking probing questions, placing the computer in an observable spot, tracking a whereabouts, showing interest in school performance etc.) will reduce one’s playing time, and prevent higher levels of online gaming addiction. Hence: H7a: Parental monitoring reduces online game playing. H7b: Parental monitoring reduces the level of addiction to online games. Individual's perceptions regarding the availability of resources (e.g., technical support) influence their usage of information systems (Taylor & Todd, 1995). The applies to online games (Blakely et al., 2010). In this context resources, such as play time, funding, and equipment, can be constrained by parents/ guardians and teach case of adolescents, or by employers, life circumstances, and family members in the case of more mature individuals. Such constraints can reduce one’s access to onli for example, by restricting playing time. Free time is associated with more frequent playing of online games (Wan & Chiou, 2006), and hence, by restricting it one co person’s use time and levels of addiction. In many cases, other resources are also needed (e.g., money, network access, fast computers) (Jeong & Kim, 2007); and by t logic, if these are constrained, one’s play time and level of addiction should be diminished. Hence: H8a: Resource restriction reduces online game playing. H8b: Resource restriction reduces the level of addiction to online games. Prevention and harm reduction strategies focusing on increasing substance prices can diminish substance problems (Mosher, 1999; Ponicki et al., 2007). The sam should apply to potentially problematic use of information systems, and specifically online games. The perceived cost of using an IT artifact or service is an importan determinant of IS use because it influences its perceived value (Turel et al., 2007). If this cost is increased, the perceived benefits seem lower compared to the costs, a subsequently use is reduced (Turel et al., 2010). Thus, we expect that the perceived cost of online games should reduce one’s willingness to play games, and his or ad levels. Note that in the Chinese online gaming market, gamers can incur any combination of four types of costs. One type of games is free of charge at lower levels, but advance in the game they need point-cards which they can buy at stores. Another family of games is also free of charge, but gamers may need to purchase virtual prop to do better in these games. Regardless, a third type of cost is very common among adolescents in China. Many of them do not have computers at home, and even if th may want to socialize and/or avoid parental monitoring. Thus, the use of Internet cafes for gaming purposes is very popular. The fees for Internet cafes are therefore a they may face. Lastly, even if a person has a computer, he or she may need to purchase special gamming gears and pay for high speed Internet connection. Thus, the cases there is some cost involved in online gaming, which is the basis for perceived cost assessments. H9a: Perceived cost reduces online game playing. H9b: Perceived cost reduces the level of addiction to online games. The hypotheses translate into the nomological network presented in Figure 1. Figure 1 Research Model Methods A paper-based survey was used for data collection. The survey (see Appendix A[1]) was developed through a simplified process of survey translation and adapta et al., 2000; Geisinger, 1994) which involved item generation, synthesis, forward and backward translation, and review. Whenever possible, valid existing scales were adjusting them to the context of online game playing, and some scales were developed based on concepts described in the literature. Content validity was established
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