• Title/Summary/Keyword: Online Game Addiction

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Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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Online Game Addiction and Adolescent's Delinquency: Verification of the Moderating Effect of Depression and Anxiety (청소년의 온라인 게임중독과 비행 간의 관계 : 우울과 불안의 조절효과 검증)

  • KO, Mi-Na
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.3
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    • pp.644-655
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    • 2015
  • This study was planned to examine the moderating effects of depression and anxiety and the relationship between online game addiction and adolescents' delinquency. Data were collected from children and youth's mental health advocacy research by National Youth Policy Institute. The subjects were 409 adolescents aged between 14 and 18. Correlational analysis and hierarchical regression analysis were conducted to test research hypotheses. Results of this study were as follows: first, online game addiction had a significant positive relations with adolescents' delinquency. Second, depression and anxiety were significant positive relations with each other. And depression and anxiety were significant positive relations with adolescents' delinquency. The result from hierarchical regression analysis showed that significant moderating effect of depression was found. But the result wasn't exhibited twithin hat the two-way interaction effects of depression. On the other hand, result from hierarchical regression analysis showed that significant moderating effect of anxiety wasn't found. In conclusion, this study proposed the need for counseling approach focused on 'depression' in order to reduce the adolescent's delinquency.

The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem (일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로)

  • Koun, Nam-Suk;Lee, Ji-Hyun
    • Journal of the Korean Society of School Health
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    • v.26 no.1
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    • pp.13-25
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    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

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Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM (한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로)

  • 김남희;이상철;서영호
    • Journal of Korean Society for Quality Management
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    • v.31 no.1
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    • pp.21-41
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

Research Trends in Study for the Game Addiction (게임중독에 대한 연구동향 -Pubmed를 중심으로-)

  • Jang, Young-Ju;Choe, Gang-Uk;Jung, In-Chul;Lee, Sang-Yong
    • Journal of Haehwa Medicine
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    • v.16 no.2
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    • pp.295-302
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    • 2007
  • Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.