DOI QR코드

DOI QR Code

A study on the determinants of game over-flow in adolescents : Focusing on differences according to the level of school

청소년의 게임 과몰입 영향요인에 관한 연구 : 학교급(초·중·고)에 따른 차이를 중심으로

  • Kwak, Eun-A (Dept. of Media & Communication, Hanyang University) ;
  • Choi, Jin-Ho (Dept. of Communication, Chungnam National University)
  • 곽은아 (한양대학교 미디어커뮤니케이션학과) ;
  • 최진호 (충남대학교 언론정보학과)
  • Received : 2019.11.11
  • Accepted : 2020.01.10
  • Published : 2020.02.20

Abstract

The purpose of this study was to examine the differences in the factors that determine the game immersion of adolescents by the level of school. The results of this research showed that among the internal variables, loneliness, self-control, and among the psychological variables, game leadership, game subjective norm, and game efficacy played a common role in game addiction in all groups. To be specific the factors determining game overflow by the level of the school were identified as discriminatory. These findings can help making policies or developing a program on adolescent's overflow.

이 연구는 청소년의 게임 과몰입에 영향을 미치는 요인들이 학교급(초·중·고)에 따라 어떠한 차이가 있는지 살펴보고자 했다. 이를 위해 한국콘텐츠진흥원의 게임이용자패널 데이터를 활용했으며, 내적요인(개인적 특성), 외적요인(환경적 특성), 게임이용 심리변인을 통합적으로 고려했다. 분석결과, 내적요인 중 고독감, 자기통제, 게임이용 심리변인 중 게임리더십, 게임규범성, 게임효능감은 모든 집단에서 공통적으로 게임 과몰입에 영향을 주었으며, 학교급에 따라 게임 과몰입에 영향을 주는 요인들이 차별적인 것으로 확인됐다. 이러한 결과는 청소년의 게임 과몰입에 관한 정책을 수립하거나 프로그램을 개발하는 데 도움을 줄 수 있을 것이다.

Keywords

References

  1. Dahee Jeong, "Introduced ICD-11 in Korean...The rest of the conturies without China is...", Economic Review, 2019, 9, 2. URL: http://www.econovill.com/news/articleView.html?idxno=371019
  2. Jinju Choi, "WHO registers game addiction disease code...Ministry of Health and Welfare(MOHW), "We will establish a council including the game industry"", Hankook-Ilbo, 2019, 5, 26. URL: https: //www.hankookilbo.com/News/Read/201905261196388073
  3. Junghwan Lee, "The classification of Gaming disorder as a disease is a decision based on scientific evidence", Doctor's News, 2019, 6, 11. URL: http://www.doctorsnews.co.kr/news/articleView.html?idxno=129532
  4. Minjung Lee, "Ministry of Culture, Sports and Tourism(MCST), "we oppose the introduction of game addiction disease codes in Korea and will file a complaint with the WTO", JoongAng Ilbo, 2019, 5, 27. URL: https://news.joins.com/article/23480586
  5. Jiwon Min, "Comparison of game policy and ICD-11 by major contries. Weekly Economic Review, No. 853, pp1-14. 2019.
  6. Newzoo, "Top 10 Countries/Markets by Game Revenues", 2019. URL: https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues
  7. Young-Ki Cho, "Analysis of the factors that influence effective use online games of adolescents", Journal of Cybercommunication Academic Society, Vol. 26, No. 4, pp151-193, 2009.
  8. Dong-Ha Kim, "A study of longitudinal interrelation between game use and aggression in children: Using the autoregressive latent curve model", Journal of Adolescent Welfare, Vol. 20, No. 1, pp255-274, 2018. https://doi.org/10.19034/KAYW.2018.20.1.11
  9. Young Min, "Game playing and aggressive behavior among adolescents: An autoregressive cross-lagged analysis", Korean Journal of Broadcasting and Telecommunication Studies, Vol. 31, No. 6, pp47-80, 2017.
  10. Ki-Sook Kim, Kyung-Hee Kim, "A prediction model for internet game addiction in adolescents: Using a decision tree analysis", Journal of Korean Academy of Nursing, Vol. 40, No. 3, pp378-388, 2010. https://doi.org/10.4040/jkan.2010.40.3.378
  11. Sung-Man Bae, "Factors related to Internet game addiction of adolescents by gender", Korean Journal of Youth Studies, Vol. 22, No. 8, pp385-405, 2015.
  12. Sohei Lim, Younha Cho, "Parents' and peers' mediation effects on adolescents' game play", Journal of Cybercommunication Academic Society, Vol. 28, No. 4, pp173-218, 2011.
  13. Yong-min Shin, Kee-hwan Park, "Validation study of the internet game addiction and over-engagement scale: Focused on university students", Locality and Globality: Korean Journal of Social Sciences, Vol. 42, No. 1, pp223-247, 2018. https://doi.org/10.33071/ssricb.42.1.201804.223
  14. Ghulhyun Lee, "Development of Korean scale for measuring children's online game addiction tendency", The Journal of Korean Association of Computer Education, Vol. 10, No. 6, pp29-38, 2007. https://doi.org/10.32431/KACE.2007.10.6.004
  15. Hye-Jeong Shin, Young-Seok Seo, "Analyses of structural equation models on the relationships among social support, self-efficacy, and adjustment by school class", Korea Journal of Counseling, Vol. 7, No. 1, pp117-130, 2006.
  16. I Goldberg, "Internet addiction disorder. Electronic message posted to research discussion list", 1996.
  17. Young, J. R, "Students are usually vulnerable to internet addiction", The Chronicleor Higher Education, Vol. 44, pp546-551, 1988.
  18. Griffiths, M, "Internet addiction: Does it really exist?" In J. Gackenbach(Ed.), Psychology and internet: Intrapersonal, interpersonal and transpersonal implications pp61-75. San Diego, CA, US: Academic Press, 1998.
  19. Walsh, F, "Strengthening family resilience", New York: Guilford Press, 1998.
  20. Seligman, E. E. P. and Csikszentmihalyi, M, "Positive psychology: an introduction", American Psychologist, Vol. 55, pp5-14, 2000. https://doi.org/10.1037/0003-066X.55.1.5
  21. Yu-Gyung Chae, "The development and effect of arts psychotherapy program for game overflow of adolescents", Korea Journal of Counseling, Vol. 7, No. 3, pp885-898, 2006.
  22. Seung-Ok Kim, Kyung-Ok Lee, "Conceptual understanding about the Internet of game addiction and overindulgence of children", Korean Joural of Children's Media, Vol. 6, No. 2, pp63-83, 2007.
  23. Spekman, M. L. C. and Konijn, E. A. and Roelofsma, P, H, M, P. and Griffiths, M. D, "Gaming addiction, definition and measurement: A large-scale empirical study", Computers in Human Behavior, Vol. 29, No. 6, pp2150-2155, 2013. https://doi.org/10.1016/j.chb.2013.05.015
  24. Jooyeon Kim, "Tendency of internet-addiction of elementary students & the study of related factors", Unpublished master's thesis, Seoul National University, 2002.
  25. Eun-hwa Kim, Na-Hyun Kim, "Comparison of stress level and HPA axis activity of internet game addiction vs. non-addiction in adolescents", Journal of Korean Biological Nursing Science, Vol. 15, No. 4, pp173-183, 2013. https://doi.org/10.7586/jkbns.2013.15.4.173
  26. Youngju Park, Chaeshik Lee, "A Study on the real condition and improvement of overindulgence of adolescents' Internet games", Korean Association of Addiction Crime Review, Vol. 5, No. 1, pp19-49, 2015.
  27. Amstrong, L., Phillips, J. G., and Saling, L, "Potential determinants of heavier internet usage", International Journal of human computer studies, Vol. 53, No. 4, pp537-550, 2000. https://doi.org/10.1006/ijhc.2000.0400
  28. Sungman Bae, "Exploration of predictive factors of internet game addiction in children and adolescents by using data mining", Korean Journal of Youth Studies, Vol. 21, No. 9, pp259-278, 2014.
  29. Junghye Kwon, "The internet game addiction of adolescents: Temporal changes and related psychological variables", Korean Journal of Clinical Psychology, Vol. 24, No. 2, pp267-280, 2005.
  30. Sihyung Lee, "Internet addiction and education of adolescents", Samsung Social Mental Health Institute, 2000.
  31. Seokjin Ju, Donghoon Jwa, "A prediction model for internet game addicted adolescents: Focusing on socioeconomic and family related traits", Vol. 18, No. 5, pp165-190, 2011.
  32. Kyong-Nim Lee, "The individual and environmental variables that affect children's game addiction tendency", Family and Environment Research, Vol. 42, No. 4, pp99-118, 2004.
  33. Seoungho Ryu, "The meaning of self-efficacy and 'computer game self-efficacy' in modern society", Society and Theory, Vol. 11, pp169-193, 2007. https://doi.org/10.17209/st.2007.11.11.169
  34. HyeonGyu Kim, HaKyun Kim, "An Empirical Study on the Determinants about Causes of Game Excessive Immersion", Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology, Vol. 8, No. 2, pp319-329, 2018.
  35. Il-Yoo Hong, Dong-Won Kang, Hwi-Hyung Cho, "The effects of social and personal dimensions on the intention to use a social networking service: The case of Facebook", Informatization Policy, Vol. 21, No. 1, pp57-76, 2014. https://doi.org/10.22693/NIAIP.2014.21.1.057
  36. Sangki Baek, "A Study on the Effects of Game Motivation, Game Efficacy, Game Norm and Game Recognition on Game Use of Good", Korean Association For Communication & Information Studies, No. 98, pp86-125, 2019.
  37. HyeRyeon Yong, Hana Kang, Hyunseok Hwang, "A Study on the Psychological Factors and Environmental Factors Influencing of Game Leadership and Social Capital in Adolescent", Journal of the Korea Academia-Industrial cooperation Society, Vol. 20, No. 2, pp509-519, 2019. https://doi.org/10.5762/KAIS.2019.20.2.509
  38. Peplau, L. A. and Perlman, D, "Perspectives on loneliness". In L. A. Peplau and D. Perlman (Eds.), Loneliness: A sourcebook of current theory, research and therapy (pp 1-18). New York: John Wiley & Sons, 1982.
  39. Russell, D, Peplau, L. A. and Ferguson, M. L., "Developing a measure of loneliness", Journal of Personality Assessment, No. 42, pp290-294, 1978.
  40. Anderson, C. A. and Bushman, B. J, "Human aggression", Annual Review of Psychology, Vol. 53, pp27-51, 2002. https://doi.org/10.1146/annurev.psych.53.100901.135231
  41. Tangney, J. P., Baumeister, R. F., and Boone, A. L., "High self-control predict good adjustment, less pathology, better grades, and interpersonal success", Journal of Personality, Vol. 72, No. 2, pp271-324, 2004. https://doi.org/10.1111/j.0022-3506.2004.00263.x
  42. Rosenberg, M., Society and the adolescent self-image, Princeton, NJ: Princeton University Press, 1965.
  43. Baeksan Yu, Suyeong Shin, "The effects of parents-children communication styles according to family background on teacher-students relationships and occupational aspirations", Studies on Korean Youth, Vol. 23, No. 4, pp. 51-77, 2012.
  44. Ju Lie Lee, "The analysis of the causal model of children's self: Perceived competence and related variables", Family and Environment Research, Vol. 32, No. 4, pp193-208, 1994.
  45. Kyoheon Kim, Kyumkoo Chon, "Development of a life stress and coping scale for junior high school students", Korean Journal of Clinical Psychology, Vol. 12, No. 2, pp197-217, 1993.
  46. YeiBeech Jang, SeoungHo Ryu, "Exploring game experiences and game leadership in massively multiplayer online role playing games", British Journal of Educational Technology, Vol. 42, No. 4, pp616-623, 2011. https://doi.org/10.1111/j.1467-8535.2010.01064.x
  47. Avolio, B. J. & Bass, B. M., Multifactor Leadership Questionnaire. Manual and sampler set (3rd ed.). Redwood City, CA: Mind Garden, 2004.
  48. Youngshin Park, Uichol Kim, Sooyeon Tak, "Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students", Vol. 17, No. 1, pp81-113, 2011.
  49. Jin-A Ryu, "An analysis of ecological variables affecting adolescent internet addiction", Unpublished dissertation, Sookmyung Women's University, 2003.
  50. Eui-Jun Jeong, Doo-Hwan Kim, "Social activities, self-efficacy, game attitudes, and game addiction", Cyberpsychology, Behavior, and Social Networking, Vol. 14, No. 4, pp213-221, 2011. https://doi.org/10.1089/cyber.2009.0289
  51. JaeHwan Kwon, "The Mediation Model Verification of Interpersonal Skills on Impulsivity, Aggression and Game Addiction", Journal of the Korea Society of Computer and Information, Vol. 15, No. 10, pp87-98, 2010. https://doi.org/10.9708/jksci.2010.15.10.087