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Communication technologies are widely used to manage interpersonal relationships, but little is known about which media are most useful at different stages of relationship development, and how the pattern of usage may be influenced by contextual factors or users' gender. Drawing on theories of relationship development, this study examined usage patterns(More)
Previous studies have confirmed that Facebook, the leading social networking site among young people, facilitates social connections among college students, but the specific activities and motives that foster social adjustment remain unclear. This study examined associations between patterns of Facebook activity, motives for using Facebook, and late(More)
Self-presentation, a central element of young people's identity development, now extends from face-to-face contexts to social networking sites. Online self-presentation may change when youth transition to college, faced with the need to reclaim or redefine themselves in the new environment. Drawing on theories of self-presentation and self development, this(More)
Although previous research has investigated widespread use of social media, especially Facebook, by youth attending college, the conditions under which these media foster adjustment to college remain unclear. This study tested a model illuminating pathways linking social competence to college adjustment via students' perceptions about the usefulness of(More)
Ever since the emergence of social networking sites (SNSs), it has remained a question without a conclusive answer whether SNSs make people more or less lonely. To achieve a better understanding, researchers need to move beyond studying overall SNS usage. In addition, it is necessary to attend to personal attributes as potential moderators. Given that SNSs(More)
Mobile games such as Pokémon Go have become a major form of entertainment, and yet little is known about why people play the games and how their motives associate with well-being. Although literature on motives for playing video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives due to some unique(More)
BACKGROUND The smoking rate among Taiwanese adolescents remains high. In any age group, smoking behavior can be influenced by personal, social, and familial factors. In adolescents, many factors, including psychological, physical, emotional, and interpersonal relationships, both social and familial, interact to influence smoking behavior. At present, no(More)
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