• Title/Summary/Keyword: game and life-efficacy

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An Exploration of Players' Aggression: Role of Game and Life Self-Efficacy and Adaptive Game Use Tendency

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.11 no.4
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    • pp.7-14
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    • 2015
  • This study examined whether game usage would alleviate players' aggressive tendencies. Other game-related variables, psychological care factors (adaptive game use tendency, game self-efficacy, and life self-efficacy), and psychological problem factors (loneliness and depression) were controlled for determination of the effect. We drew on the catharsis theory from therapeutic psychology literature to explain how game usage contributes to the alleviation of aggressive tendencies. Over two weeks data were collected from 918 participants online. The results indicated that gaming activity had a significant effect on aggression. Higher levels of game and life self-efficacy, as well as adaptive game use tendencies, decreased the degree of aggression. Likewise, higher levels of loneliness and depression reduced the degree of aggression. Results and implications are discussed.

The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness (게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1118-1130
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    • 2015
  • The current study explores a possible mechanism through which game users' integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users' life satisfaction. Both bonding and bridging social capital increased life satisfaction. The importance of perspectives as well as their implications for game users and further associated research is explored.

Do Therapeutic Interventions Exist in Online Games? Effects of Therapeutic Catharsis, Online Game Self-Efficacy, and Life Self-Efficacy on Depression, Loneliness, and Aggression

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.14 no.1
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    • pp.12-17
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    • 2018
  • This study explored potential therapeutic mechanisms of playing preferred online games as predictors of therapeutic interventions for players' psychosocial factors (i.e., aggression, depression, and loneliness). Based on theories of catharsis, the generic model of psychotherapy, we took a therapeutic approach to integrate these perspectives. We created a path model describing how therapeutic catharsis-seeking, online game self-efficacy, and life self-efficacy were associated with psychosocial factors of aggression, depression, and loneliness, including generalized sub-constructs of each factor as multi-dimensional sources. We analyzed the path model using data of 1,227 online game players in Korea. Our results indicated that therapeutic catharsis-seeking could alleviate aggression via favorite game playing. Life self-efficacy was a primary predictor for alleviating depression and loneliness. However, online game self-efficacy was positively associated with depression and loneliness. Implications of these findings are discussed.

Children's and Adolescents' Achievement Level in Online Game, Sense of Self-efficacy, School Adjustment and Life Satisfaction (아동.청소년의 온라인게임을 통한 성취, 자기효능감, 학교적응과 삶의 만족도)

  • Kim, Tae-Yeon;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.151-162
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    • 2011
  • The purposes of this study were to find out the effect of children's and adolescents' achievement through the online game on their self-efficacy, school adjustment and life satisfaction in accordance with the degree of their online game playing. In heavy user group, children's and adolescents' achievement through the internet game had positive effect on their self-efficacy, school adjustment and life satisfaction. Also their self-efficacy mediated the relationship between their achievement through the online game and school adjustment, achievement through the online game and life satisfaction. This study investigated the fact that children's and adolescents' achievement through the online game affects their real life and found out positive possibility of the online game.

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.

A Study on Online Game Experience and Social Self-efficacy (온라인게임경험과 사회적 효능감에 관한 연구)

  • Jang, Yei-Beech;Park, Su-Ho;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.97-105
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    • 2008
  • This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.

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The influence of social self-efficacy on online game satisfaction (온라인 게이머의 사회적 효능감이 게임 이용 만족도에 미치는 영향)

  • Wi, Jon-H.;Oh, Na-Ra
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.13-22
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    • 2007
  • A study examined the causal effects of online social self-efficacy on online game life satisfaction. A total of 1,754 Korean online game users who play 'Goon-Zu' completed a questionnaire developed by the present researchers. The results were as follows. First, there was a significant positive correlation among online social self-efficacy, social support from online game community, online relation satisfaction, and achievement satisfaction in online games. Second, it was found that the partial mediation model explained the data better than the full mediation model.

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The Effects of Internet Game Addiction and Self-efficacy on Campus Life Adaptation of Nursing Students (간호대학생의 게임중독, 자기효능감이 대학생활적응에 미치는 영향)

  • Lee, Hyo Jung;Lee, Kyoung Ju;Kwak, So Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.101-109
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    • 2021
  • This study was conducted to investigate the effects of internet game addiction and self-efficacy on the campus life adaptation of nursing students. The subjects were selected from 182 nursing students registered as college members and data collection was conducted from September 20 to October 3, 2019. The collected data was analyzed based on frequency, percentage, mean, standard deviation, t-test, ANOVA, Pearson's correlation coefficient, and stepwise multiple regression using the SPSS /WIN 26.0 program. The internet game addiction score of nursing college students was shown to be 1.14±.30 out of four points, the self-efficacy score was shown to be 3.39±.55 out of five points and the campus life adaptation score was shown to be 3.18±.53 out of five points. There was a significant correlation between internet game addiction (r=-.220, p=.003), self-efficacy (r=.649, p<.001), and campus life adaptation. The predictors were self-efficacy (��=.588, p<.001), gender (��=.183, p=.001), and internet game addiction (��=.183, p=.001), which accounted for 45.9% of the variance in the campus life adaptation of nursing students. The results of this study delineate the need for the development and application of diverse programs that can increase self-efficacy and prevent internet game addiction in nursing students.

A Study on the Psychological Factors and Environmental Factors Influencing of Game Leadership and Social Capital in Adolescent (청소년의 심리적·환경적 요인이 게임 리더십과 사회자본에 미치는 영향)

  • Yong, Hye-Ryeon;Kang, Ha-Na;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.509-519
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    • 2019
  • The size of the global game market, including Korea, is gradually expanding, there are about 80,000 people in the game industry in Korea, and it has maintained a steady increase. As the domestic game has become more influential, games have become a means of helping people to communicate with each other in everyday life. Despite these changes, There is a lack of positive perspectives such as game use and interpersonal interactivity or communication enhancement. Therefore, this study analyzed the correlation of psychological and environmental factors of adolescents, game leadership, and social capital in order to understand the positive effects of games. As a result of research, psychological factors such as social motivation, game efficacy, and game norms have a statistically significant effect on game leadership. Parental supervision has a negative effect on game leadership and a statistically influenced positive effect on social capital. Overprotective parenting has a negative effect on both game leadership and social capital. Finally, game leadership has a statistically influenced positive effect on social capital. This paper is meaningful in that the research on the positive aspect of the game was conducted for the adolescent.

A Case Study on the Game Behavior of Medical School Students (의과대학생들의 게임행위에 관한 사례연구)

  • Cha, Myeong-Hee;Sang, Chong-Ryel
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.279-286
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    • 2019
  • The purpose of this study is to explore what causes medical college students to play games they will play and use them as academic foundation material. And lay a complex foundation for game addicts. To achieve this objective, an approach was taken as a method of exploratory case study. The participants in the study were recruited by their consent at the R meeting of the College of Medicine. Data collection was collected through a one-on-one interview with FGI. The data analysis was read repeatedly and classified into semantic units to derive the essential meaning. The study produced two essential topics and seven revealed topics. It is 'my job to play games' and 'know the importance of discrimination.'According to the analysis, the game behavior played by medical students was able to quit due to the self-efficacy experienced during the course of growth. When one's expectations were met and self-strengthened, one could see that self-control was possible through self-efficacy. It suggested that measures for sound game culture and complex strategy should be explored and measures to improve self-efficacy should be explored.