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

  • 정창원 (연세대학교 커뮤니케이션 연구소)
  • Received : 2019.11.04
  • Accepted : 2019.11.18
  • Published : 2019.12.28


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.


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