• Title/Summary/Keyword: game addiction

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A Study on the Influence of Internet Game Addiction using the AHP and Statistical Analysis (AHP 및 통계분석을 이용한 인터넷 게임 중독 영향 연구)

  • Kim, Tae-Sung;Kim, Jong-Ho;Moon, Sang-Duk
    • Journal of the Korea Safety Management & Science
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    • v.10 no.2
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    • pp.33-41
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    • 2008
  • Rapid spread of the internet has made our everyday life more convenient, however it has brought some problems along with it. Especially, undergraduate student are losing their social ability as they become absorbed in the internet game, act selfishly in the cyber space and lose interest in studying. As a result, they become isolated from their friends and experience difficulty in the relationship with their parents. In this paper, the influence factors of internet game addiction is investigated using the Analytic Hierarchy Process (AHP) and statistics techniques. This study is to define the influence an important factors of internet game addiction using a questionnaire to internet game player and expert group. It is believed that this study will be more receptive to results that include the priority weights of internet game addiction among the addiction group, non-addiction group and expert group.

A Study on Impact of Game Addiction on the School Adjustment

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.129-135
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    • 2016
  • The aim of this study is to identify whether the game addiction has an impact on their school adjustment and to verify the direct effects and moderating effects of parent-child Communication. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 304 subjects were analyzed. The analytic results are as the following. When verifying the impact of game addiction on their school adjustment, The game addiction was found as the key variable that has a negative impact on children's school adjustment. The results indicated that children with higher levels of game addiction more likely to have lower levels of school adjustment. The impact of parent-child Communication on their school adjustment was analyzed. The analytic results suggest that parent-child Communication has a impact on their school adjustment. In other words, higher parent-child Communication means higher school adjustment. The moderating effect of parent-child Communication was analyzed. The parent-child Communication check the moderating effect of do game addiction on their school adjustment. The Implications of these findings were discussed.

Mediation Effects of Self regulation and Hopelessness between Self efficacy and Internet game addiction in Middle School Students (중학생의 자기 효능감과 인터넷게임 중독 간의 관계에서 자기 조절력, 무망감의 매개효과 검증)

  • Kim, Bo Young
    • Journal of Korean Public Health Nursing
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    • v.29 no.3
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    • pp.441-451
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    • 2015
  • Purpose: This study was conducted in order to examine the multiple mediated effects of self-regulation and hopelessness between self efficacy and internet game addiction in middle school students. Methods: The participants were 458 middle school students in G City, South Korea. Multiple mediation was analyzed using Indirect SPSS macro and the bootstrapping method. Results: Significant negative correlations were observed for internet game addiction, self-efficacy, and self-regulation. Self-efficacy and self-regulation were positively correlated. Self-efficacy showed a direct effect on Internet game addiction. The results of the indirect effects of all mediators showed the mediated effect of self-regulation (estimated effect=-.11, 95% CI[-.20, -.03]) and hopelessness(estimated effect=-.06, 95% CI[-.12, -.01]). Conclusion: Based on these study results, we suggest that self-efficacy should be examined to prevent development of Internet game addiction in middle school students. It is necessary to provide Internet game addiction preventive programs focusing on changing the self-regulation and relieving the feelings of hopelessness.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

College Adaptation and Internet Game Addiction by Internet Game Motivation Types (인터넷 게임동기 유형에 따른 대학적응과 인터넷 게임중독)

  • Baik, Jeesook
    • Korean Journal of Child Studies
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    • v.26 no.1
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    • pp.31-46
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    • 2005
  • This study examined internet game addiction and college adaptation(academic, social, personal-emotional, institutional attachment) by Internet game motivation types. The 475 subjects (235 male and 240 female college students) responded to the newly developed self-report measure, Internet Game Motivation Scale (IGMS). Cluster analyses of IGMS data identified 5 types of Internet game motivation: Active I, Active II, Moderate I, Moderate II, Passive. Active (I, II) types had the highest scores in Internet game addiction while the Passive type yielded the lowest. Except for academic adaptation, all aspects of college adaptation varied as a function of Internet game motivation types. Overall, Moderate II showed highest whereas Active I showed lowest academic adaptation scores.

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Predictors of On-Line Game Addiction of Junior-High School Students (중학생의 온라인게임 중독 위험 예측변인 분석)

  • Boo, Jung-Min;Kweon, Soon-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.20 no.3
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    • pp.390-399
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    • 2008
  • The purpose of this study is to clarify variables dichotomizing adolescents into online game addiction-latency group and non-addiction group. Based on ecologic theory, individual system(self-esteem, self-control, depression, stress-coping strategy), family system(parental support), and social system(teachers' support and peer-group support) were suggest for variables affecting online game addiction of adolescents. 612 adolescents were tested for game addiction, self-esteem, self-control, depression, stress-coping strategy, and social supports from parents, teachers, and peer group. Independent t-tests showed between-group differences in self-esteem, self-control, depression, aggressive, and negative-avoiding stress-coping strategies, parental support, and peer-group support. Binary logistic regression analyses revealed that aggressive stress-coping strategy of social system and peer-group support of social system had significant influences on the division of the groups.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1228-1233
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.503-506
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

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A Study on the Game Addiction of Children with Domestic Violence Experience (가정폭력을 경험한 아동의 게임중독 연구)

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.145-156
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    • 2015
  • The aim of this study is to identify whether the domestic violence experience of children has an impact on their game addition and to verify the direct effects and moderating effects of social support. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 328 subjects of domestic violence experience from were analyzed. The analytic results are as the following. When verifying the impact of a domestic violence experience of children on their game addiction, domestict violence was found as the key variable that has a negative impact on children's game addiction. The results indicated that children with higher levels of domestict violence more likely to have higher levels of game addiction. Furthermore, boy's addiction degree to game was higher than girls' and lower education levels of mother, higher grades were found to be associated with higher game addiction. The impact of children's social support on their game addiction was analyzed. The analytic results suggest that social support has a impact on their game addiction. In other words, higher social support means lower game addiction. The moderating effect of social support was analyzed. Social support check the moderating effect of domestic violence of children on their game addiction. The Implications of these findings were discussed.

Effects of Stress Coping Behaviors on Higher Grade Elementary School Students' Internet Game Addiction: Focused on Gender Difference (초등학교 고학년의 스트레스 대처행동이 인터넷게임중독에 미치는 영향: 성별차이를 중심으로)

  • Ju, Young-Hee;Lim, So-Hee
    • Journal of the Korean Society of School Health
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    • v.29 no.3
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    • pp.226-234
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    • 2016
  • Purpose: The purpose of this study was to investigate factors predicting internet game addiction in higher grade elementary schoolers according to gender. Methods: The participants were 898 elementary school students who were in 5th and 6th grade. Data were collected via a structured questionnaire from October 1 to November 20 2012 and analyzed using descriptive statistics, $x^2$ test and logistic regression with the SPSS/WIN 23.0 program. Results: The prevalence rate of internet game addiction group was 8.8% (boys 7.1%, girls 1.7%). In terms of gender difference, it was found that girls' stress coping behaviors were more passive than male students (t=-3.27, p=.001). In boys, variables that predicted internet game addiction were aggressive coping, active coping, internet gaming hours per day and academic achievements. In girls, variables that predicted internet game addiction were aggressive coping, close friends and academic achievements. Conclusion: The findings from this study indicate there is a need to develop positive stress-coping behaviors programs and prevent internet game addiction in higher grade elementary school students.