• Title/Summary/Keyword: online game addiction

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A Study on the Flow Factors According to On-line Game Fatigue System (온라인 게임 피로도 시스템에 따른 몰입요인에 관한 연구)

  • Kwon, Hyeog-In;Park, Jeong-Eun;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.75-85
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    • 2010
  • In addition to the quantitative growth of the games industry as a game addiction and social problems have also been increased. Addiction adoption of the resolution was presented to the fatigue system. In this study, flow and addiction affects 6 factors(self-control, positive expectations, interest, competition, positive self-efficacy, negative self-efficacy), depending on whether the adoption lag Flow to affect in any empirical analysis. This fatigue system effect on the game development and to enhance users' flow to do what strategies for theoretical and practical implications are to provide.

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.

The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach (정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근)

  • Hwang, In Young;Park, J. Hun
    • Korean System Dynamics Review
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    • v.16 no.4
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.

The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.

Online Games and Cyber Delinquency among Adolescents (청소년의 온라인 게임과 사이버 일탈에 관한 연구)

  • 성윤숙
    • Journal of Families and Better Life
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    • v.22 no.2
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    • pp.37-57
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    • 2004
  • Online games are very popular among adolescents in Korea. They sometimes lead to cyber delinquency. An ethnographic analysis was conducted in this study to address the social significance of online games. The results showed that the adolescents who were addicted to or indulged in the games were likely to commit delinquency online and/or offline. Delinquency in an information society is typically individualistic, whereas deviant behaviors in an industrial society are more social and collective, such as group violence. Parenting style, student-teacher relationship, peer pressure, game environment, and recreational facilities for the adolescents were intertwined with such adolescent delinquency. Finally, some implications of the online games from the perspective of social welfare practice were discussed to prevent online game indulgence and addiction and adolescent delinquency.

The Effects of Self-control and Construal Level on Game Addiction (게임이용자의 자기통제와 해석수준이 게임중독에 미치는 영향)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Kyu;Jeong, Eui-Jun;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.131-142
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    • 2013
  • The current study examined how different level of self-constol and construal level influences game users' game addiction. Also we explored the interaction effect between the individual's self-control and construal level on game addiction. To answer the research questions, we conducted an online survey and total 918 participants were selected for the final analysis. According to the results, users with low level of self-control and low-level construal showed higher level of game addiction. In addition, we found a significant interaction effect between self-control and construal-level on game addiction. In high self-control group, game addiction level was low regardless of level of self-construal. However, in low self-control group, the level of construal-level affected game addiction. We found that construal-level played an important mediating variable. These findings suggest a noble insight for autonomous control in alleviatinggame addiction by changing one's level of self-control and self-construal.

Relations of Internet Game Intoxication and the Personality of Elementary Students in Geoje City (초등학생의 인터넷 게임 중독 실태와 인성과의 관계 -거제시를 중심으로-)

  • Kang, Soon-Ho;Lee, Jae-Inn
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.75-82
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    • 2011
  • Addiction to online games has been causing many problems for elementary school students such as school life, humanity, scholarship and physique. Considering the increase in children being addicted to internet games, there are growing needs for attention and countermeasures toward the children. Nevertheless, it leaves something to be desired. Especially, studies and counterplans for the children who live in the metropolitan are not suited with the circumstances of each regional child. Therefore, it's necessary to work out new research by regional student groups. That is why this study understands fundamental facts about the usage of the internet of elementary school students living in Geoje, Gyeongnam and figures out the effects of online game addiction on the formation of character. Also, it suggests the right direction of internet use to parents and teachers, as rousing the public interest about computer game addiction.

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A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.

Determinants of Game Addiction among Middle School Boys focused on Leisure and Family-Environmental Factors (남자 중학생들의 게임중독 결정요인 -여가와 가족환경요인을 중심으로-)

  • Oh, Ji-Young;Kim, Seok-Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.16 no.1
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    • pp.39-50
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    • 2015
  • Objectives: A large number of teenagers are addicted to Internet games. The purpose of this study is to analyze the influence of leisure and family factors affecting internet game addiction among middle school boys. Methods: The data was used from 'Survey on the Online Game and Family Leisure Activities of Youth and Children in 2009' conducted by Korea Youth Policy Institute. Data were obtained from 1,681 middle school boys and analyzed by using the SPSS(version 20) program. Factors affecting game addiction were analyzed by ANOVA, Multiple Regression Analysis. Results: The results of this study revealed that the following variables have significant effects on game addition among middle school boys; psychology disorder about leisure, preference and participation disorder about leisure, father-child open communication, mother-child problem communication. Conclusions: Based on these results, we suggested leisure facility and programs to participate leisure life and activate communication with parents. Finally, limitations of this study and suggestions for future research were discussed.

The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students (남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구)

  • Kwon, Jin;Park, Jee-Eun;Oh, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.75-86
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    • 2016
  • The aim of this study was to compare the factors influencing internet game addiction among middle and high school boys. The data was analysed from "Survey on the Online and Game and Family Leisure Activities of Youth and Children in 2009" conducted by the Korean Youth Policy Institute. According to the results, the average time on the weekends and average time on the holidays, and the leisure constraints had a significant effect on the internet game addiction both groups. On the other hand, there were significant differences in the communication with parents between middle and high school boys. Accordingly, this study suggests a preventive internet game addiction program be developed. In addition, it is important to improve efficient communication skills between children and parents.