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. 2016 Sep 27;7:1441. doi: 10.3389/fpsyg.2016.01441

Table 7.

Summary of quantitative and qualitative findings.

Self-regulation phases Expert Moderately expert Non-expert
Definition of task Play video game
  • At special places such as their room or friends house

  • Any time

  • Mostly with special devices such as game consoles and computers

Play video game
  • On and off campus

  • At weekend and school break

  • Mostly with their phones and computers

Play video game
  • On and off campus

  • At weekend and school break

  • Mostly with their phones and computers

They have lots of game experience in wide variety of video games
Goal setting and planning Implicitly stated their playing goal Implicitly stated their playing goal Explicitly stated their playing goal
Their goals were mostly game specific goals Their goals were mostly game specific goals Their goals were general game playing goals such as limiting time to play
They are more committed to play game than other two groups
They plan things ahead of time then take action
Enacting tactics Purposefully select the tactics among their large tactics repository Use less monitoring tactics than the experts Use less monitoring tactics than the moderately experts
Use more monitoring tactics according to their play Use tactics mostly include other players Monitor based on the games' feedback
Use all available tactics
They are more willing to get help from social environments
Adapting meta-cognition They ask themselves if they have considered all options, when playing challenging level of a game. They ask themselves if they have considered all options, when playing challenging level of a game. They generally don't think of their plays
They ask themselves if there was an easier way to complete a game after they finish one. They ask themselves if there was an easier way to complete a game after they finish one.
They think of new ways to pass a challenging level of a game.
They open to suggestions to improve their play.