DOI QR코드

DOI QR Code

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys

초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향

  • 정지혜 (연세대학교 아동.가족학과) ;
  • 박주희 (연세대학교 아동.가족학과) ;
  • 임양미 (전주대학교 가정교육과)
  • Received : 2014.04.30
  • Accepted : 2014.08.05
  • Published : 2014.08.31

Abstract

The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

Keywords

References

  1. Ahn, E. K., Yoon, H. Y., & Kwon, J. H. (2008). The effect of violent online games and aggressive personality traits on aggressive behavior. The Korean Journal of Clinical Psychology, 27(2), 355-371. https://doi.org/10.15842/kjcp.2008.27.2.001
  2. Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790. https://doi.org/10.1037/0022-3514.78.4.772
  3. Anderson, C. A., Sakamoto, A., Gentile, D. A., Ihori, N., Shibuya, A., Yukawa, S., et al. (2008). Longitudinal effect of violent video game on aggression in Japan and the United States. Pediatrics, 122, 1067-1072. https://doi.org/10.1542/peds.2008-1425
  4. Bae, B. R. (2011). Structural equation modeling with amos 19: Principles and practice. Seoul: Cheongram.
  5. Baek, J. E. (2009). A study of elementary school students' internet game addiction and related variables. Korean Journal of Play Therapy, 12(2), 111-127.
  6. Bandura, A. (1973). Aggression: A social learning analysis. Englewood Cliffs, NJ: Prentive-Hall.
  7. Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763-768. https://doi.org/10.1038/nrn3135
  8. Berger, A. (2011). Self-regulation: Brain, cognition, and development. Washington, DC: American Psychological Association.
  9. Bodrova, E., & Leong, D. (2007). Tools of the mind: The Vygotskian approach to early childhood education (2nd ed.). New York, NY: Pearson Merrill/Prentice Hall.
  10. Broidy, L. M., Tremblay, R. E., Brame, B., Fergusson, D., Horwood, J. L., Laird, R., et al. (2003). Developmental trajectories of childhood disruptive behaviors and adolescent delinquency: A six-site, cross-national study. Developmental Psychology, 39(2), 222. https://doi.org/10.1037/0012-1649.39.2.222
  11. Caspi, A., & Silva, P. A. (1995). Temperamental qualities at age three predict personality traits in young adulthood: Longitudinal evidence from a birth cohort. Child Development, 66, 486-498. https://doi.org/10.2307/1131592
  12. Chae, Y. G. (2006). The development and effect of arts psychotherapy program for game overflow of adolescents. The Korea Journal of Counseling, 7(3), 885-898.
  13. Cho, C. B. (2010). The effect of the internet game addiction of the adolescents on violence delinquency and the moderation effect of reality perception. Korean Journal of Youth Studies, 17(8), 129-155.
  14. Chung, M. J., & Kim, M. J. (2004). Relationships between children's behavior problems and their perceptions of parental childrearing practices. The Korean Journal of Child Studies, 25(5), 11-27.
  15. Connor, D. F. (2002). Aggression and antisocial behavior in children and adolescents. London, NY: The Guilford Press.
  16. Do, K. H., & Lee, J. M. (2011). Structural relationships among adolescents' internet addiction, self-esteem, self-control, and aggression. The Journal of Korean Home Management Association, 29(3), 59-69.
  17. Dodge, K. A., & Pettit, G. S. (2003). A biopsychosocial model of the development of chronic conduct problems in adolescence. Developmental Psychology, 39, 349-371. https://doi.org/10.1037/0012-1649.39.2.349
  18. Farrell, A. D., Sullivan, T. N., Esposito, L. E., Meyer, A. L., & Valois, R. F. (2005). A latent growth curve analysis of the structure of aggression, drug use, and delinquent behaviors and their interrelations over time in urban and rural adolescents. Journal of Research on Adolescence, 15(2), 179-204. https://doi.org/10.1111/j.1532-7795.2005.00091.x
  19. Feldman, S. S., & Weinberger, D. A. (1994). Self-restraint as a mediator of family influences on boys' delinquent behavior: A longitudinal study. Child Development, 65, 195-211. https://doi.org/10.2307/1131375
  20. Game Rating Board (2012). 2012 Game rating classification yearbook. Seoul: Game Rating Board.
  21. Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(1), 5-22. https://doi.org/10.1016/j.adolescence.2003.10.002
  22. Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119-125. https://doi.org/10.1007/s11469-009-9229-x
  23. Hair, F. J., Black, W. C., Babin, B. J., & Anderson, R. E. (2010). Multivariate data analysis (7th Ed.). NJ: Prentice Hall.
  24. Han, H. H. (2005). A study on aggression by frustration in online games. Unpublished master's thesis, Yonsei University, Seoul, Korea.
  25. Han, M. S. (2006). The relationship of playing violent internet games to aggressiveness of school children. Unpublished master's thesis, Gyeongin National University of Education, Incheon, Korea.
  26. Hayduk, L. A. (1987). Structural equations modeling with LISREL: Essentials and advances. Baltimore, MD: Johns Hopkins University.
  27. Huesmann, L. R. (2007). The impact of electronic media violence: Scientific theory and research. Journal of Adolescent Health, 41(6), 6-13. https://doi.org/10.1016/j.jadohealth.2007.09.005
  28. Joo, J. H., & Cho, Y. K. (2007). A study on the online game influences in aggression of adolescents: Focusing on the 'Lineage' users. Journal of Cybercommunication Academic Society, 24, 79-115.
  29. Joo, Y. C., & Park, D. G. (2007). The effects of violent internet games on anti-social behavior of elementary school low grade students. Journal of Holistic Education, 11(2), 31-50.
  30. Jun, J. R., & Kim, S. O. (2012). The effects of self-control, parental behaviors, and marital conflict on boys' aggression in Korean upper elementary school students. Journal of the Korean Home Management Association, 30(2), 101-120. https://doi.org/10.7466/JKHMA.2012.30.2.101
  31. Jung, Y. J., & Lee, S. (2001). Computer game activities, addiction and aggression of middle school boys. Family and Environment Research, 39(8), 67-80.
  32. Kam, C. M., Greenberg, M. T., & Kusche, C. A. (2004). Sustained effects of the PATHS curriculum on the social and psychological adjustment of children in special education. Journal of Emotional and Behavioral Disorders, 12, 66-78. https://doi.org/10.1177/10634266040120020101
  33. Kim, B. G., Lee, G. O., Kim, M. H., Kim, S. O., & Kim, H. S. (2006). A study of the development of internet game addiction scale for children and adolescents(06-15). Seoul: Korea Agency for Digital Opportunity and Promotion.
  34. Kim, E. J. (2005). Violent computer games, aggressive delinquency, internet delinquency, and internet game addiction in adolescents. The Korean Journal of Clinical Psychology, 24(2), 359-377.
  35. Kim, E. J., & Kim, H. N. (2007). The effects of violent versus nonviolent internet games on adolescent internet addicts' thoughts, feelings, and behavior. Korean Journal of Youth Studies, 14(5), 375-405.
  36. Kim, H. S., & Kim, H. J. (1998). Model development of affecting factors on health behavior and juvenile delinquency of adolescents. The Journal of Korean Society for School Health, 11(2), 171-187.
  37. Kim, J. H. (2005). Effects of violent pc-games and aggressive personality on aggressive behavior and aggressive intention. Korean Journal of Psychological and Social Issues, 11(4), 45-66.
  38. Kim, J. J., & Kang, S. W. (2012). The relation between the meaning of the life and game addiction: The mediated effects of self-efficacy and self-control. Korean Journal of Youth Studies, 19(12), 257-274.
  39. Kim, J. W., & Kim, H. J. (2007). Relationships among children's aggression, temperament, home environment, and school adjustment. The Journal of Child Education, 16(2), 85-93.
  40. Kim, J. Y., & Doh, Y. Y. (2012). Parents' divergent views on the game shutdown system and sociocultural intervention strategies for children's healthy game use. Korean Journal of Youth Studies, 19(3), 55-84.
  41. Kim, J. Y., Lee, J. H., & Lee, H. J. (2009). The effects of adolescent internet game addiction on sibling violence mediated by perception level of reality. Korean Journal of Youth Studies, 16(3), 25-43.
  42. Kim, J. Y., Lee, J. S., & Lee, S. W. (2010). The effect of violent internet games on school violence of adolescents and the mediating effect of violent thought. Korean Journal of Youth Studies, 17(1), 249-278.
  43. Kim, S. E., et al. (2009). Construction of neural network of decision making and its application for the development of treatment strategies for game addiction (M10644000006-08N4400-00610). Seoul: Ministry of Education and Science Technology.
  44. Kim, S. H., & Ahn, C. I. (2005). Personality trait and decision-making of addicted internet game users. The Korean Journal of Health Psychology, 10(4), 415-430.
  45. Kim, S. J. (2003). A difference comparison of junior high school student's self-efficacy, general self-control, impulsiveness depending on their internet game addiction level. Unpublished master's thesis, Keimyung University, Taegu, Korea.
  46. Kim, S. O., Kim, H. S., & Lee, K. O. (2007). Developing internet game addiction scale for children. The Korean Journal of Child Studies, 28(6), 37-52.
  47. Kim, Y. J., & Ahn, S. H. (2012). The regional effect as a mediator of the relationships between children's emotional-behavioral problems and academic achievement. Journal of Korean Council for Children & Rights, 16(2), 341-365.
  48. Kline, R. B. (2005). Principles and practice of structural equation modeling (2nd Ed.). New York: Guilford Press.
  49. Ko, H. N., & Kim, J. K. (2011). The effects of gestalt relationship improvement program on self-regulation and executive function for children with ADHD. Korean Journal of Gestalt Therapy, 1(2), 51-69.
  50. Korea Communications Commission, & Korea Internet & Security Agency. (2011). 2011 Internet usage survey. Seoul: Korea Internet & Security Agency.
  51. Krueger, R. F., Caspi, A., Moffitt, T. E., White, J., & Stouthamer-Loeber, M. (1996). Delay of gratification, psychopathology, and personality: Is low self-control specific to externalizing problems? Journal of Personality, 64(1), 107-129. https://doi.org/10.1111/j.1467-6494.1996.tb00816.x
  52. Kwon, Y. J., & Kim, Y. H. (2011). Effects of family functioning and adolescents' self-regulation on online game overflow and school adjustment. Korean Journal of Youth Studies, 18(6), 99-121.
  53. Lee, C. H., & Jeong, G. H. (2005). The relations between elementary pupils' game addiction, aggression and personality. Journal of the Korean Association of Information Education, 9(3), 417-438.
  54. Lee, G. B. (2011). Nypi youth report: Actual conditions and countermeasures of online game addiction in adolescents. Seoul: National Youth Policy Institute.
  55. Lee, G. B., Sul, S. Y., Won, H. J., & Sul, M. S. (2009). Family leisure program activation for game addiction prevention in adolescents (09-R11). Seoul: National Youth Policy Institute.
  56. Lee, H. J., & Ko, H. J. (2012). The influence of family factors on overindulgence of youths' internet games. Journal of Cyber Society & Culture, 3(1), 85-114.
  57. Lee, J. J. (2012). The effects of self-regulation improvement program on peer competence for the after school child care. The Journal of Play Therapy, 16(1), 83-93.
  58. Lee, J. M., & Jo, J. G. (2009). The effects of a think aloud program on the self-control and task performance of children with learning disabilities. Journal of Emotional & Behavioral Disorders, 25(4), 311-331.
  59. Lee, S. W. (2011). Moderation effect of family cohesion in the school violence action influenced by internet game addiction: Analysis targeting male adolescent who play violent internet game. Unpublished master's thesis, Yonsei University, Seoul, Korea.
  60. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). The effects of pathological gaming on aggressive behavior. Journal of Youth and Adolescence, 40(1), 38-47. https://doi.org/10.1007/s10964-010-9558-x
  61. Nam, H. M. (1999). The effects of psychological family environment, self-control and friends characteristics of middle school students on their problem behaviors. Unpublished master's thesis, Seoul National University, Seoul, Korea.
  62. Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyber Psychology and Behavior, 8, 110-113. https://doi.org/10.1089/cpb.2005.8.110
  63. Norimedia (2008). Internet game violence preventative education assesment. Seoul: Seoul Metropolitan Office of Education.
  64. Ministry of Science, ICT and Future Planning, & National Information Society Agency (2013). 2012 internet addiction survey. Seoul: National Information Society Agency.
  65. Organization for Economic Cooperation and Development (2012). OECD factbook 2011- 2012: Economic, environmental and social statistics. OECD Publishing.
  66. Oh, G. J., Ha, E. H., Lee, H. R., & Hong, G. U. (2001). Korean-youth self report. Seoul: Chungang Aptitude Publishing.
  67. Park, H. S., Kim, S. H., Bang, S. A., Yoon, E. J., Cho, S. S., & Kim, S. E. (2010). Altered regional cerebral glucose metabolism in internet game overusers: A 18F-fluorodeoxyglucose positron emission tomopraphy study. CNS Spectrums, 15(3), 159-166.
  68. Park, J. H., & Song, H. N. (2011). The effects of a self-regulation ability improvement program on young children's cognitive and emotional self-regulation abilities and on reduction in aggression. Korean Journal of Early Childhood Education, 31(1), 157-182. https://doi.org/10.18023/kjece.2011.31.1.008
  69. Patterson, G. R., Debaryshe, B. D., & Ramsey, E. (1989). A developmental perspective on antisocial behaviour. Developmental Psychology, 30(3), 329-335.
  70. Posner, M. I., & Rothbart, M. K. (2000). Developing mechanisms of self-regulation. Development and Psychopathology, 12(3), 427-441. https://doi.org/10.1017/S0954579400003096
  71. Singer, M. I., Slovak, K., Frierson, T., & York, P. (1998). Viewing preferences, symptoms of psychological trauma, and violent behaviors among children who watch television. Journal of the American Academy of Child & Adolescent Psychiatry, 37(10), 1041-1048. https://doi.org/10.1097/00004583-199810000-00014
  72. Song, S. J., & Sim, H. O. (2003). Computer game immersion and children's psychosocial/ behavioral characteristics. Korean Journal of Child Studies, 24(5), 27-41.
  73. Suh, E. H. (2000). The effects of violent PC game playing on aggressive behavior of boys. Unpublished master's thesis, Chungnam National University, Daejon, Korea.
  74. Suh, K. H. (2013). Addiction to internet game, stress responses, subjective well-being, life motivation, and life satisfaction expectancy among male high school students. Korean Journal of Youth Studies, 20(2), 217-237
  75. Thomas, K. D., & Levant, R. F. (2012). Does the endorsement of traditional masculinity ideology moderate the relationship between exposure to violent video games and aggression? The Journal of Men's Studies, 20(1), 47-56. https://doi.org/10.3149/jms.2001.47
  76. Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205-212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
  77. Woo, J. P. (2012). The concept and understanding of structural equation modeling. Seoul: Hannarae academy.
  78. Yoo, W. K. (2007). The effect of online game flow and addiction on impulsiveness. Journal of Future Oriented Youth Society, 4(2), 73-90.

Cited by

  1. Structural Relationships Among Children’s Duration of Media Use, Behavior Problems, and School Adjustment vol.38, pp.2, 2017, https://doi.org/10.5723/kjcs.2017.38.2.191