• Title/Summary/Keyword: 게임 과몰입

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Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.31-41
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    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

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Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy (카타르시스 추구와 자아 효능감에 기반한 게임 과몰입의 심리적 욕구에 관한 탐색적 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.123-134
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    • 2015
  • There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.

Framework for Hyper-Immersive Casual Ball Games in XR Environment (XR환경에서 초몰입형 캐주얼 공 게임을 위한 프레임워크)

  • Min Ji Kim;Sooho Lee;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.345-347
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    • 2023
  • 본 논문에서는 마이크로소프트(Microsoft, MS) 홀로렌즈를 이용한 초몰입형(혹은 과몰입형) 캐주얼 공게임을 제안한다. 일반적인 가상현실콘텐츠는 시각적인 몰입만을 전달하지만, 경우에 따라서는 과몰입형 콘텐츠도 매우 중요하며, 본 논문에서는 XR환경에서 사용자에게 과몰입을 전달할 수 있는 새로운 프레임워크를 제안한다. 특히, 어린 아이들이 체험하는 형태의 콘텐츠들은 대부분 과몰입형적인 특징을 가지며, 본 논문에서는 실제 그와 유사한 공 게임을 XR환경에서 제작함으로써 사용자가의 몰입을 개선시킨다.

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Effect of Internet Game Overflow on Suicidal Ideation among Adolescents: Analysis of the Mediating Effect of Depressive Mood (인터넷 게임 과몰입이 청소년의 자살생각에 미치는 영향: 우울감의 매개효과 분석)

  • Min, Dakyung;Lee, Hanna;Song, In Han
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.445-454
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    • 2014
  • It has been argued that internet game overflow (IGO) causes negative effects on mental health among adolescents. Especially, suicide has been known as one of the most serious mental health problems in Korea. This study is to examine the effect of IGO on suicidal ideation among adolescents, and to examine the relationship among IGO, depressive mood, and suicidal ideation by analyzing the mediating effect of depressive mood in the relationship between IGO and suicidal ideation. For this purpose, we analyzed the 2012 dataset from the Korea Children and Youth Mental Health Promotion Study (N=8,745) by the National Youth Policy Institute. The results showed that, first, about 5.6% of adolescents were included in the risky group depending on the criteria of the measurement. Second, IGO has a statistically significant effect on suicide ideation when considering the two variables only. Third, however, as depressive mood was found to have a complete mediating effect in the relationship between IGO and suicidal ideation, IGO increases suicidal ideation by increasing depressive mood. As policy and practice implications, the necessity of intervention to reduce IGO and mental health problems among adolescents was discussed.

The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior (유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향)

  • Cho, Jung-Jin;Cho, Anna
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.647-657
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    • 2015
  • The purpose of this study is to investigate how young children's excessive immersion in smartphone games affects their prosocial and problematic behavior. To achieve the purpose, a qustionnaire survey was conducted with 147 children aged 3 to 5 going to two kindergartens and two child-care centers which were judged to have similar social and economic conditions, their mothers, and 16 teachers in charge of them. For data processing, SPSS 18.0 program was used to conduct frequency analysis, correlation analysis, and simple regression analysis. The study results were presented as follows. First, the more seriously the young children had excessive immersion in smartphone games, the more negatively their prosocial behavior was influenced. Secondly, the more severely the young children had excessive immersion in smartphone games, the more problematic behavior the young children had. This study is meaningful in the point that it analyzed the impact of their addiction in smartphone games on their prosocial and problematic behavior, and thereby helped to improve a plan of effectively using smartphones as educational media.

A Complementary Approach of a Psychosocial and Cultural Perspective to Gaming Disorder (게임 이용 장애에 대한 심리사회적 관점과 문화적 관점의 상호보완적 접근)

  • Seo, Dowon;Song, Yongsu
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.83-92
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    • 2020
  • The WHO has defined gaming disorder as a disorder, and there are arguments for and against it from different perspectives. In response, this paper tried to identify the disease model, psychosocial, and cultural perspective for complementing them with an interdisciplinary attitude. First, universal prevention should be provided for general game users to get literacy. Second, selective prevention should be provided for a potentially risky group to find out the alternative activity. Finally, indicated prevention should be provided for a risky group to be treated.

A Study of Pathological Gaming Model in Young Adolescents from the Perspective of Escape Theory (도피이론을 통한 청소년 게임 과몰입 영향모델 분석)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.3-12
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    • 2020
  • This study examined a pathological gaming model based on escape model. With a data set collected from 825 Korean adolescents, the associations among academic stress, depression, self-esteem, self-control, and pathological gaming were tested. Academic stress increased the degree of depression while it decreased self-esteem and self-control. The declined self-control, in turn, exacerbated pathological gaming. Results and implicaitons were discussed.