The Relationship between Leisure Satisfaction and Life Satisfaction of Adolescents concerning Online Games

By Wang, Edward Shih-Tse; Chen, Lily Shui-Lian et al. | Adolescence, March 22, 2008 | Go to article overview

The Relationship between Leisure Satisfaction and Life Satisfaction of Adolescents concerning Online Games


Wang, Edward Shih-Tse, Chen, Lily Shui-Lian, Lin, Julia Ying-Chao, Wang, Michael Chih-Hung, Adolescence


INTRODUCTION

Total online game market subscription revenue in Taiwan in 2005 reached 210 million, a 12.1% increase from 2004. The International Data Corporation (IDC, 2006), one of the largest online gaming markets in the Asia-Pacific region, conducted the above market research. Another research report by the Market Intelligence Center shows that Taiwan's online gaming revenues will reach 260 million in 2006, growing to 290 million by 2007 (MIC, 2006). The Fubon Cultural & Educational Foundation (2004) research report, on the other hand, indicates that Taiwan teenagers are online an average of 1 hour, 45 minutes a day, mostly for electronic mail, online gaming and data search. The same report also points out that of the 34.26 hours of leisure time senior and junior school students spend each week, 12.27 hours are used for "online activities" or "playing video games and using the computer." Clearly, online gaming has become a major leisure activity for Taiwanese teenagers.

Leisure generally provides adolescents with opportunities to experience different social roles and actions as well as a healthful balance of mind and body (Bammel & Burrus-Bammel, 1996). Therefore, Widmer, Ellis, and Trunnell (1996) suggest that for adolescents to establish healthful leisure models while growing up and continue to explore and search for life-long hobbies and leisure activities, inner satisfaction from leisure alternatives should avoid superficial simulation or blind consumption of commercial leisure products. However, previous research mainly focused on the negative affects of online gaming on adolescents as possible causes of pathological or addictive behavior (e.g., Morahan-Martin & Schumacher, 2000; Chuang, 2006; Wan & Chiou, 2006). Research has rarely explored the positive effects on teenagers of leisure satisfaction on life satisfaction. This study sought to fill this gap.

LITERATURE REVIEW

Ragheb and Griffith (1982) define leisure participation as the frequency with which one engages in a particular leisure activity. Leisure activities are particularly important during adolescence because they provide opportunities to explore autonomy and form an identity, as well as accomplish desired social ends (Gordon & Caltabiano, 1996). Through participation in leisure activities, adolescents acquire additional sociocultural knowledge, practice social and cooperative skills, achieve intellectual or physical goals, and explore a variety of peer, family, and community roles (Gordon & Caltabiano, 1996). Leisure satisfaction can be obtained through an individual's choice of leisure (Beard & Ragheb, 1980). That satisfaction is measured by degree of conscious or unconscious fulfillment of an individual's needs. Leisure is playing an increasingly important role in our lives because it meets many needs, such as releasing stress, increasing learning efficiency, and attaining a healthy balance of mind and body. Mannell, Zuzanek, and Larson (1988) also state that leisure satisfaction helps us achieve a sense of satisfaction. Bearon (1989) defines life satisfaction as a relationship function between situational factors or achievements (what is) and aspirations (what one wishes for). Shichman and Cooper (1984) state that life satisfaction means living better, enjoying life, and in general having a better quality of life. However, overall satisfaction depends upon achieving satisfaction in various other areas; for example, health, work, and family. Moreover, satisfaction in these areas is a matter of degree of one's inner satisfaction. Riddick (1986) in examining possible life satisfaction indicators, found that inner happiness results mainly from leisure satisfaction--and not from family, work, health or economic factors. Kinney and Coyle (1992) further stress that leisure satisfaction in mature adults importantly increases one's life satisfaction.

Of late, surfing the net has become one of the most popular daily leisure activities of adolescents.

The rest of this article is only available to active members of Questia

Sign up now for a free, 1-day trial and receive full access to:

  • Questia's entire collection
  • Automatic bibliography creation
  • More helpful research tools like notes, citations, and highlights
  • Ad-free environment

Already a member? Log in now.

Notes for this article

Add a new note
If you are trying to select text to create highlights or citations, remember that you must now click or tap on the first word, and then click or tap on the last word.
One moment ...
Project items

Items saved from this article

This article has been saved
Highlights (0)
Some of your highlights are legacy items.

Highlights saved before July 30, 2012 will not be displayed on their respective source pages.

You can easily re-create the highlights by opening the book page or article, selecting the text, and clicking “Highlight.”

Citations (0)
Some of your citations are legacy items.

Any citation created before July 30, 2012 will labeled as a “Cited page.” New citations will be saved as cited passages, pages or articles.

We also added the ability to view new citations from your projects or the book or article where you created them.

Notes (0)
Bookmarks (0)

You have no saved items from this article

Project items include:
  • Saved book/article
  • Highlights
  • Quotes/citations
  • Notes
  • Bookmarks
Notes
Cite this article

Cited article

Style
Citations are available only to our active members.
Sign up now to cite pages or passages in MLA, APA and Chicago citation styles.

(Einhorn, 1992, p. 25)

(Einhorn 25)

1

1. Lois J. Einhorn, Abraham Lincoln, the Orator: Penetrating the Lincoln Legend (Westport, CT: Greenwood Press, 1992), 25, http://www.questia.com/read/27419298.

Cited article

The Relationship between Leisure Satisfaction and Life Satisfaction of Adolescents concerning Online Games
Settings

Settings

Typeface
Text size Smaller Larger
Search within

Search within this article

Look up

Look up a word

  • Dictionary
  • Thesaurus
Please submit a word or phrase above.
Print this page

Print this page

Why can't I print more than one page at a time?

Full screen

matching results for page

Cited passage

Style
Citations are available only to our active members.
Sign up now to cite pages or passages in MLA, APA and Chicago citation styles.

"Portraying himself as an honest, ordinary person helped Lincoln identify with his audiences." (Einhorn, 1992, p. 25).

"Portraying himself as an honest, ordinary person helped Lincoln identify with his audiences." (Einhorn 25)

"Portraying himself as an honest, ordinary person helped Lincoln identify with his audiences."1

1. Lois J. Einhorn, Abraham Lincoln, the Orator: Penetrating the Lincoln Legend (Westport, CT: Greenwood Press, 1992), 25, http://www.questia.com/read/27419298.

Cited passage

Welcome to the new Questia Reader

The Questia Reader has been updated to provide you with an even better online reading experience.  It is now 100% Responsive, which means you can read our books and articles on any sized device you wish.  All of your favorite tools like notes, highlights, and citations are still here, but the way you select text has been updated to be easier to use, especially on touchscreen devices.  Here's how:

1. Click or tap the first word you want to select.
2. Click or tap the last word you want to select.

OK, got it!

Thanks for trying Questia!

Please continue trying out our research tools, but please note, full functionality is available only to our active members.

Your work will be lost once you leave this Web page.

For full access in an ad-free environment, sign up now for a FREE, 1-day trial.

Already a member? Log in now.