7.3% of Candy Crush Saga players in the study sample were considered addicts in China.
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Addicts were characterized as lonely, leisurely bored, and motivated by mobility of the game.
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Frequent players had a higher tendency to become addicts.
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Loneliness and self-control were significant predictors of mobile social game addiction.
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Leisure boredom was significantly linked to the intensity of game use.
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