Acknowledgement
This study was conducted with the support of the 2019 Special Research Fund support project of the Korean Association for Broadcasting & Telecommunication Studies and GS Shop, and the Center of Intelligent Society & Policy, Seoul University.
References
- S. Kuhn, T. Gleich, R. C. Lorenz, U. Lindenberger and J. Gallinat, "Playing super mario induces structural brain plasticity: Gray matter changes resulting from training with a commercial video game", Molecular Psychiatry, Vol. 19, No. 2, pp. 265-271, 2014. https://doi.org/10.1038/mp.2013.120
- M. N. Potenza, "The neurobiology of pathological gambling and drug addiction: An Overview and New Findings", Philosophical Transactions of the Royal Society B: Biological Sciences, Vol. 363, pp. 3181-3189, 2008. https://doi.org/10.1098/rstb.2008.0100
- Sang-Hyuk Lee and Eun-Mee Kim, "A New approach to predict game addiction: Focusing on the in-game behavior", Korean Journal of Journalism & Communication Studies, Vol. 63, No. 1, pp. 165-196, 2019. https://doi.org/10.20879/kjjcs.2019.63.1.005
- Kyo-Heon Kim and Hoon-Seok Choi, "Internet game addiction: A self-regulation model", The Korean Journal of Health Psychology, Vol. 13, No. 3, pp. 551-569, 2008. https://doi.org/10.17315/KJHP.2008.13.3.001
- Doo-Heon Song, "Critical analysis of gaming disorder/addiction researches on neuroimages, measurement tools, and research processes", Journal of Korea Game Society, Vol. 19, No. 1, pp. 131-145, 2019.
- I. Marks, "Behavioural(non-chemical) addictions", British Journal of Addiction, Vol. 85, pp. 1389-1394, 1990. https://doi.org/10.1111/j.1360-0443.1990.tb01618.x
- A. M. Weinstein, "Computer and video game addiction: A comparison between game users and non-game users", The American Journal of Dreg and Alcohol Abuse: Encompassing All Addictive Disorders, Vol. 36, No. 5, pp. 268-276, 2010.
- Jong-Min Koh, Hyang-ran Myung and Kwon-Soon Ahn, "A Study on effects of adolescent's peer attachment and social skill on internet addiction", Korean Journal of Youth Studies, Vol. 24, No. 2, pp. 491-514, 2017. https://doi.org/10.21509/KJYS.2017.01.24.2.491
- E. Chang and B. Kim, "School and individual factors on game addiction: A multilevel analysis", International Journal of Psychology, Vol. 25, 2019. [Online].
- E. J. Jeong and D. H. Kim, "Social activities, self-efficacy, game attitudes, and game addiction", Cyberpsychology, Behavior, and Social Networking, Vol. 14, No. 4, 2011. [Online].
- E. J. Jeong, J. D. Kim, D. M. Lee and H. R. Lee, "A study of digital game addiction from aggression loneliness and depression perspectives", 2016 49th Hawaii International Conference On System Sciences, 2016.
- S. X. Zhou and L. Leung, "Gratification, lonelinss, leisure boredom, and self-esteem as predictors of sns-game addiction and usage pattern among chineses college students", International Journal of Cyber Behavior, Vol. 2, No. 4, pp. 1-15, 2012.
- Z. Dauriat, A. Zermatten, J. Billieux, G. Thorens, G. Bondolfi, D. Zullino and Y, "Motivation to play specifically predict excessive involvement in massively multi player online role-playing games: Evidence from an online survey", European Addiction Research, Vol. 17, pp. 185-189, 2011. https://doi.org/10.1159/000326070
- X. Gong, K. Z. K. Zhang, C. M. K. Cheung, C. Chen and M. L. K. Lee, "Alone or together? Exploring the role of desire for online group gaming in players' social game addiction", Information & Management, Vol. 56, No. 6, 2019. [Online].
- D. Williams, "Groups and goblins: The social and civic impact of an online game", Journal of Broadcasting & Electronic Media, Vol. 50, No. 4, pp. 651-670, 2006. https://doi.org/10.1207/s15506878jobem5004_5
- K. D. Wolf, "Communities of practice in MMORPGs: An entry point into addiction?", Communities and Technologies Conference Paper, pp. 191-208, 2007.
- J. L. Plass, P. A. O'Keefe, B. D. Homer, J. Case, E. P. Hayward, M. Stein, M, and K. Perlin, "The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation", Journal of Educational Psychology, Vol. 105, No. 4, pp. 1050-1066, 2013. https://doi.org/10.1037/a0032688
- Chan Yun and Tack Woo, "Research on the game elements and mechanism that affect the game overindulgence and addiction", Journal of Korea Game Society, Vol. 18, No. 6, pp. 131-142, 2018. https://doi.org/10.7583/JKGS.2018.18.6.131
- Z. Xu, O. Turel and Y. Yuan, "Online game addiction among adolescents: Motivation and prevention factors", European Journal of Information Systems, Vol. 21, pp. 321-340, 2012. https://doi.org/10.1057/ejis.2011.56
- M. Zuckerman, "Sensation seeking in England and America: Cross-cultural, age, and sex comparisons", Journal of Consulting and Clinical Psychology, Vol. 46, No. 1, pp. 139-149, 1978. https://doi.org/10.1037/0022-006X.46.1.139
- J. W. Roberti, "A review of behavioral and biological correlates of sensation seeking", Journal of Research in Personality, Vol. 38, pp. 256-279, 2004. https://doi.org/10.1016/S0092-6566(03)00067-9
- E. Eysenck and M. Zuckerman, "The relationship between sensation-seeking and Eysenck's dimensions of personality", British Journal of Psychology, Vol. 69, No. 4, pp. 483-487, 1978. https://doi.org/10.1111/j.2044-8295.1978.tb02125.x
- K. Wagner, "Behavioral characteristics related to substance abuse and risk-taking, sensation-seeking, anxiety sensitivity, and self reinforcement", Addictive behaviors, Vol. 26, No. 1, pp. 115-120, 2001. https://doi.org/10.1016/S0306-4603(00)00071-X
- M. Mehroof and M. D. Griffiths, "Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety", Cyberpsychology, Behavior, and Social Networking, Vol. 13, No. 3, 2014. [Online].
- Jee-young Lim, "Relationship between adolescents internal and external boredom proneness and game addiction : Mediation effects of sensation seekning", Journal of the Korea Contents Association, Vol. 15, No. 5, pp. 317-326, 2015. https://doi.org/10.5392/JKCA.2015.15.05.317
- L. S. Chan, "Who uses dating apps? Exploring the relationships among trust, sensation-seeking, smartphone use, and the intent to use dating apps based on the integrative model", Computers in Human Behavior, Vol. 72, pp. 246-258, 2017. https://doi.org/10.1016/j.chb.2017.02.053
- S. S. J. Lin and C. C. Tsai, "Sensation seeking and internet dependence of Taiwanese high school adolescents", Computers in Human Behavior, Vol. 18, No. 4, pp. 411-426, 2002. https://doi.org/10.1016/S0747-5632(01)00056-5
- E. L. Deci and R. M. Ryan, "Self determination theory and the facilitation of intrinsic motivation", American Psychologist, Vol. 55, pp. 68-78, 2000. https://doi.org/10.1037/0003-066X.55.1.68
- Eun-Young Kim, "Applied possibility of self-determination theory in addiction counseling", Korean Journal of Psychology: Addiction, Vol. 1, No. 1, pp. 17-30, 2016.
- Hyung-Jin Woo, "Media audiences' self-stability, dispositional media use movies, flow, and addiction: A compative study on online game, internet, and mobile phone addiction", Korean Journal of Broadcasting and Telecommunication Studies, Vol. 21, No. 4. pp. 101-140, 2007.
- Hyun-Soon Kim, "The mediating effect of self-identity in the influence of peer alienation of youth to mobile phone dependency", Journal of the Korea Contents Association, Vol. 14, No. 12, pp. 2014.
- Choon-Bum Cho and Jin-Seop Lim, "Parent-child interaction and internet games addiction and delinquency in adolescence: The role of self-esteem as mediators", Korean Journal of Youth Studies, Vol. 17, No. 9, pp. 197-226, 2010.
- Hyung-Jin Woo, "A Study on the influence of mobile phone users' self-traits on mobile phone addiction: Focusing on self-esteem, self-efficacy, and self-control", Korean Journal of Broadcasting and Telecommunication Studies, Vol. 21, No. 2, pp. 391-427, 2007.
- I. Granic, A. Lobel and R. C. Engels, "The benefits of playing video games", American Psychologist, Vol. 69, No. 1, pp. 66-78, 2014. https://doi.org/10.1037/a0034857
- Korea Creative Content Agency Reports, "A Survey of game users", 2019.
- Kyeon-Woon Jung, Ho-Jin Jeong and In-Hyae Yi, "The effect of interpersonal relationship satisfaction on internet gaming addiction: The mediating effects of gaming motivation and gender difference", The Korean Journal of Jealth Psychology, Vol. 22, No. 22, pp. 417-432, 2018.
- Hyoung-Jee Kim and Sung-Tae Kim, "A Study of smart phone addiction process: Focusing on theorytical expending of a cognitive behavioral model", Korean Journal of Journalism & Communication Studies, Vol. 62, No. 1, pp. 131-161, 2018. https://doi.org/10.20879/kjjcs.2018.62.1.005
- M. Perse, M, "Sensation seeking and the use of television for arousal", Communication Reports, Vol. 9, No. 1, pp. 37-48, 1996. https://doi.org/10.1080/08934219609367633
- Csikszentmihalyi. M, "Flow. New Jersey: Harper and Row", Publishers, 1990.
- Seon-Ju Lee, Gui-Ae Kim and Chang-Hee Hong, "The effects of internet use motivation and stress coping on adolescent's pathological internet use: Focused on gender difference", Korean Journal of Woman Psychology, Vol. 16, No. 3, pp. 265-284, 2011. https://doi.org/10.18205/kpa.2011.16.3.002