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In the discussion, potential explanations are further explored. Nevertheless, goal desire has an important role in the prevolitional processes of video game playing.
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Goal desire within the EMGB is a significant predictor of desire to play and the relationship of goal to playing behavior is indirect. Moreover, past playing is a stronger significant predictor of behavior itself than of prevolitional processes in video game playing.
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It was found that anticipated emotions and attitude are significant predictors of desire to play desire to play, perceived behavioral control, subjective norms and attitude are significant predictors of intention to play and intention is a significant predictor of playing behavior (actual playing time). The results showed that the initial MGB did not achieve a satisfactory fit and thus, a revised model with more acceptable fit was proposed. The participants were 210 video game players who completed measures of Attitude, Subjective Norms, Perceived Behavioral Control, Behavioral Desire, Anticipated Emotions, Intention to Play, intensity of actual and past video game playing (Playing Behavior and Past Playing Behavior) and Goal Desire. More specifically, the roles of affective, motivational, habitual processes in video game playing and the goal underlying video game playing are examined. Models of attitude, the model of goal-directed behavior (MGB) and the extended model of goal-directed behavior (EMGB) are tested with structural equation models to analyze the process that leads to video game playing. The aim of the current study is to investigate the relationship between prevolitional processes and video game playing.
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