Browse > Article
http://dx.doi.org/10.7583/JKGS.2020.20.1.33

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

Kwak, Eun-A (Dept. of Media & Communication, Hanyang University)
Choi, Jin-Ho (Dept. of Communication, Chungnam National University)
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.
Keywords
Game Overflow; Game Addiction; Self-Control; Game Subjective Norm; Game Efficacy;
Citations & Related Records
Times Cited By KSCI : 4  (Citation Analysis)
연도 인용수 순위
1 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.
2 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.
3 Seoungho Ryu, "The meaning of self-efficacy and 'computer game self-efficacy' in modern society", Society and Theory, Vol. 11, pp169-193, 2007.   DOI
4 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.
5 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.   DOI
6 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.
7 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.   DOI
8 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.
9 Anderson, C. A. and Bushman, B. J, "Human aggression", Annual Review of Psychology, Vol. 53, pp27-51, 2002.   DOI
10 Russell, D, Peplau, L. A. and Ferguson, M. L., "Developing a measure of loneliness", Journal of Personality Assessment, No. 42, pp290-294, 1978.
11 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.   DOI
12 Rosenberg, M., Society and the adolescent self-image, Princeton, NJ: Princeton University Press, 1965.
13 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.
14 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.
15 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.
16 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.   DOI
17 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.   DOI
18 Avolio, B. J. & Bass, B. M., Multifactor Leadership Questionnaire. Manual and sampler set (3rd ed.). Redwood City, CA: Mind Garden, 2004.
19 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.
20 Jin-A Ryu, "An analysis of ecological variables affecting adolescent internet addiction", Unpublished dissertation, Sookmyung Women's University, 2003.
21 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.   DOI
22 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.
23 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.
24 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
25 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
26 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
27 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
28 Jiwon Min, "Comparison of game policy and ICD-11 by major contries. Weekly Economic Review, No. 853, pp1-14. 2019.
29 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.
30 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.   DOI
31 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.   DOI
32 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.
33 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.   DOI
34 I Goldberg, "Internet addiction disorder. Electronic message posted to research discussion list", 1996.
35 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.   DOI
36 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.
37 Newzoo, "Top 10 Countries/Markets by Game Revenues", 2019. URL: https://newzoo.com/insights/rankings/top-10-countries-by-game-revenues
38 Walsh, F, "Strengthening family resilience", New York: Guilford Press, 1998.
39 Young, J. R, "Students are usually vulnerable to internet addiction", The Chronicleor Higher Education, Vol. 44, pp546-551, 1988.
40 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.
41 Seligman, E. E. P. and Csikszentmihalyi, M, "Positive psychology: an introduction", American Psychologist, Vol. 55, pp5-14, 2000.   DOI
42 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.
43 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.
44 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.
45 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.   DOI
46 Jooyeon Kim, "Tendency of internet-addiction of elementary students & the study of related factors", Unpublished master's thesis, Seoul National University, 2002.
47 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.   DOI
48 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.
49 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.   DOI
50 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.
51 Sihyung Lee, "Internet addiction and education of adolescents", Samsung Social Mental Health Institute, 2000.