• Title/Summary/Keyword: Gaming Disorder

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The effect of gaming disorder on suicidality: Focusing on the mediating effect of social support and self-esteem

  • CHO, Hyunseob;HWANG, Yoobin;SEO, Bo-Kyung
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.27-34
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    • 2022
  • The purpose of this study is to find out the role of social support and self-esteem in the relationship between gaming disorder and suicidality of college students. A survey and analysis were conducted on 1,154 students in a four-year university in Gyeonggi-do of Korea. With analysis of the Internet Gaming disorder scale, 162 people (14%) were subjected to gaming disorder and 992 (86%) were non-gaming disorder. The hypothesis of this study was verified as follows. First, college students with gaming disorder have higher suicidality and lower social support and self-esteem than those with non-gaming disorder. Second, gaming disorder of college students have a positive correlation with suicidality, while gaming disorder will have a negative correlation with social support and self-esteem. Third, social support and self-esteem mediate the relationship between gaming disorder and suicidality of college students. These results show that social support and self-esteem can act as protective factors. The results are very meaningful in that they have verified the high risk of suicidality of college students with gaming disorder. It is suggested, when college students show signs of Internet gaming addiction, a more active prevention for suicidality should be considered as they can become a suicidal high risk group.

Gaming Disorder and Addiction in Children and Adolescents (소아청소년의 게임장애와 중독)

  • Juyeop Lee
    • Journal of Convergence Korean Medicine
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    • v.5 no.1
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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The Relationship between Risk of School Bullying Victimization and Risk of Internet Gaming Disorder in Adolescents: Focusing on Gender Differences (청소년들의 학교따돌림 피해 위험과 인터넷게임장애 위험의 연관성: 성별차이 중심으로)

  • Han, Hyunho;Yim, Hyeon Woo;Jo, Sun-Jin;Jeong, Hyunsuk;Kim, Eunjin;Son, Hye Jung
    • Journal of the Korean Society of School Health
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    • v.31 no.2
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    • pp.79-87
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between the risk of school bullying victimization and the risk of Internet gaming disorder according to gender in adolescents. Methods: The data of 1,920 middle school students collected at the baseline of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study were analyzed. For statistical analysis, $x^2$ test, t-test and stratified multiple logistic regression analysis were conducted using SAS 9.4. Results: The prevalence rate of Internet gaming disorder of middle school boys was greater than that of girls (Boys: 9.9%, Girls: 6.2%). The greater the risk of school bullying victimization, the greater both the risk of Internet gaming disorder and the average daily time spent on Internet gaming. In girls, the relationship between the experience of being bullied in school and Internet gaming disorder was not statistically significant. However, the boys who had been bullied in school were 3.2 times more vulnerable to the risk of Internet gaming disorder than those without such experience (95% CI: 1.135-8.779). Conclusions: When considering interventions for Internet gaming disorder for adolescents, bullying victimization should be taken into account as well. Particularly, relieving stress related to bullying victimization can be important for boys with Internet gaming disorder.

Effects of Perceived Stress of University Students on Internet Gaming Disorder and Lifestyle: Focusing on Mediating Effects of Social Support (대학생의 지각된 스트레스가 인터넷게임장애에 미치는 영향과 생활습관: 사회적 지지의 매개효과를 중심으로)

  • Seo, Bo-Kyung;Seong, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.653-664
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    • 2020
  • The purpose of this study was to investigate the actual status of Internet gaming disorder in university students, the relationship between perceived stress, social support, lifestyle and Internet gaming disorder, and the medium effect of social support in the relationship between perceived stress and Internet gaming disorder. The main results of the survey and analysis of 1,154 university students located in Gyeonggi Province are as follows. First, the prevalence of Internet gaming disorder among university students was 14.0 percent, which is very high. Second, the perceived stress had a positive correlation with the Internet gaming disorder. The more negatively perceived stress events occurred by university students, the higher the degree of internet gaming disorder was. Third, social support had a negative correlation with perceived stress and internet gaming disorder. The higher the support of parents, friends, and others, the lower the perceived stress and the lower the internet gaming disorder. Fourth, social support partially mediated the relationship between perceived stress and Internet gaming disorder. Even though stress was negatively perceived, the degree of internet gaming disorder was low when social support was high. Fifth, among the lifestyle habits of students, the rate of alcoholism was higher in the Internet gaming disorder group than in the non-disorder group. Finally, the results of the study and ways to prevent Internet gaming disorder among university students were discussed.

A Study on the International Classification of Diseases of Gaming Disorder and the Game Addiction Tax (게임이용 장애의 질병코드 등재와 게임중독세에 관한 연구)

  • Rhee, Chang Seop
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.99-110
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    • 2021
  • WHO passed the ICD-11 amendment in 2019, which included gaming disorder, and there are confronted opinions whether this should be listed in the revision of the KCD in Korea. This study explains the consent and opposition to the listing of gaming disorder, and then investigates the effect of the listing of gaming disorder and the adoption of gaming addiction tax. The results of this study find that the listing of gaming disorder and the adoption of gaming addiction tax could negatively affect the investment value and the global national competitiveness of the Korean game industry.

Critical Analysis of Gaming Disorder/Addiction Researches on Neuroimages, Measurement Tools, and Research Processes (게임 장애/중독 연구에 대한 비판적 분석 - 뇌 사진, 판단 척도 및 연구 절차를 중심으로)

  • Song, Doo Heon
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.135-146
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    • 2019
  • World Health Organization reveals its plan for listing 'Gaming Disorder' on the 11th International Disease Codes (ICD-11) in 2018 and it opens hot debate among scholars on its validity and timeliness. Korea, however, seems to have avoided the issue without appropriate academic refutation. In this paper, we review past academic studies related to game addiction or disorder focused on their validity of disorder measurement tools, research designs and the effect of neuroimaging studies. This analysis reveals that excessive use of gaming is not sufficient to register it as a disease and there is a risk of stigmatizing healthy gamers.

Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

The role of relationships between parents of gaming disorder in elementary school students (초등학생 게임 이용 장애의 부모 간 관계의 역할: 교내 및 가정 내 관계성을 통제변수로 하여)

  • Lim, Han Sol;Jung, Chang Won
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.59-72
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    • 2021
  • Based on the theory of adolescent development, the study analyzed how the relationship among elementary school students and their parents and intimacy between the parents affects elementary school children's gaming disorders. The current study focused on the different gender effects and the relationship between parents. The results indicated that the closer the relationship with the mother of elementary school girls and the better the relationship between the parents of boys were associated with the lower the gaming disorder. The significance of study is to analyze the importance of the relationship between parents in preventing gaming disorder.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

The Relationship between Depression, Attention Deficit/Hyperactivity Disorder, and Internet Gaming Disorder Through Mediation Model (매개 모형을 통하여 고찰한 우울과 주의력결핍 과잉행동장애, 인터넷 게임장애 사이의 관계)

  • Lee, Seon-Gyu;Kim, Dai-Jin;Cho, Hyun
    • Korean Journal of Biological Psychiatry
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    • v.26 no.2
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    • pp.59-64
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    • 2019
  • Objectives Internet gaming disorder (IGD) is associated with attention deficit/hyperactivity disorder (ADHD) or depression etc. We tried to examine the mediating effects of depression in the relationship between ADHD and IGD. Methods This study was conducted on 2000 people who participated in on-line survey among 14-39 year-old men and women in 2017. And we clarified the relationship among IGD, ADHD, and depression and tested the mediation model. The mean and standard deviation of the main variables were calculated and correlation analysis was performed to confirm the relationship among the main variables. In order to test the mediating effect of depression on the relationship between ADHD and IGD, the structural equation model was implemented using AMOS 21 (IBM). Results There were significant correlations among the variables; IGD, ADHD and depression. Depression had a mediating effect 0.23 (95% confidence interval : 0.17-0.28) in the relationship between IGD and ADHD. Conclusions This study showed that depression can mediate ADHD and IGD. Therefore, the evaluation and management of depression and ADHD should be included in the diagnosis and treatment of IGD.