• Title/Summary/Keyword: 중독적 게임이용 경향성

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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
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.19-32
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    • 2022
  • 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.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.223-239
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    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.