DOI QR코드

DOI QR Code

A Study on Process-centered Behavioral Experience for Alternative Interpretation of Game Addiction

게임 중독의 대안적 해석을 위한 과정중심적 행위 경험에 대한 연구: 집단적 게임 이용을 중심으로

  • Youk, Eun-Hee (Center of Intelligent Society & Policy, Seoul University)
  • 육은희 (서울대학교 지능정보사회 정책연구센터)
  • Received : 2021.11.10
  • Accepted : 2021.12.16
  • Published : 2022.02.20

Abstract

This study examined how the use of co-game play, which implies specific behavioral condition, changes the influence and direction of the sensation seeking, gender, and identity stability, which are predictors on game addiction. The results of this study are as follows. First, sensation seeking had no significant effect on game addiction. However, the main effect of co-play on game addiction was confirmed. Second, the moderating effects of gender on co-play and game addiction were significant. It indicates that co-play has a greater impact on game addiction in female than male.

본 연구는 게임 중독에 이르는 과정에서 개인의 신경생리학적 특성, 게임 이용 행위의 특성, 그리고 심리학적·개인적 특성이 어떻게 상호작용하는가를 살펴보고자 했다. 이를 위해 18세부터 24세의 남녀 대학생 154명을 대상으로 설문조사를 실시하였으며 다음과 같은 연구결과를 도출했다. 첫째, 감각추구성향은 게임 중독에 유의미한 영향을 미치지 않았다. 그러나 집단적 게임 이용은 게임 중독에 정적인 영향을 미치는 것으로 확인되었다. 둘째, 집단적 게임 이용과 게임 중독에 대한 성별의 조절효과가 발견되었다. 즉 집단적 게임 이용이 게임 중독에 미치는 영향은 남성보다 여성에게서 더 높은 경향이 있음을 알 수 있었다.

Keywords

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

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. E. Chang and B. Kim, "School and individual factors on game addiction: A multilevel analysis", International Journal of Psychology, Vol. 25, 2019. [Online].
  10. 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].
  11. 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.
  12. 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.
  13. 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
  14. 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].
  15. 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
  16. K. D. Wolf, "Communities of practice in MMORPGs: An entry point into addiction?", Communities and Technologies Conference Paper, pp. 191-208, 2007.
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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].
  25. 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
  26. 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
  27. 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
  28. 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
  29. 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.
  30. 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.
  31. 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.
  32. 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.
  33. 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.
  34. 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
  35. Korea Creative Content Agency Reports, "A Survey of game users", 2019.
  36. 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.
  37. 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
  38. 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
  39. Csikszentmihalyi. M, "Flow. New Jersey: Harper and Row", Publishers, 1990.
  40. 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