• Title/Summary/Keyword: Game Self-regulation

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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 Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion (유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향)

  • Kim, Kyoung-Hoe;Chung, Jee-Nha
    • Korean Journal of Human Ecology
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    • v.23 no.2
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

An Comparative Study on the Self-regulation of the Digital Game (디지털 게임의 자율규제 방안에 관한 비교분석적 접근)

  • Kang, Shin-Kyu;Kim, Gwang-Jae
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.107-120
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    • 2012
  • This study aims at presenting practical self regulation system for digital game, especially optimized to Korea through the comparative analysis of system at home and abroad. For this, this study conducted a comparative analysis about various countries adopted self regulation system, such as America, Japan, and European Union. We drew some implications on the Korean practical policy for the digital game. First, self regulation organization should be consisted of market-friendly form. Second, though self regulation organization is a autonomous system of market, the organization should take rights to regulate illegal case. This would be a good way not only to reduce unnecessary institutional regulations but also to take socially image of reliable media. Third, government should provide self regulation organizations financial assist. This policy means that the organizations make a role fairly and objectively.

A Study on the Effects of Daily Living Disorder and Self-Regulation Ability Disorder on Internet Game Addiction (일상생활지장과 자아조절능력지장이 인터넷게임중독에 미치는 영향에 대한 연구)

  • Ahn, Hyun-Woo;Kim, Seong-Ju
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.107-120
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    • 2020
  • Since the revision of the ICD-11 of the WHO, the level of social discourse on internet game use disorders has been increasing. However, existing studies have mixed terms and causal relationships with game use disorder or game addiction. This study was conducted with high school students aged 16 to 18, focusing on internet game addiction. As a result of the analysis, the greater the obstacles to daily life and self-regulation, the higher the risk of falling into internet game addiction. This study has a significance in reestablishing the causal relationship of Internet game addiction.

Frame Analysis of Media Reports on 'Game Self-Regulation': In Connection with the Game Self-Governance Organization of KOREA(GSOK) ('게임 자율규제'에 대한 언론 보도의 프레임 분석 : 한국게임정책자율기구의 자율규제 시스템과 연계하여)

  • Park, Hyun-Ah;Lee, Jae-Jin
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.43-58
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    • 2021
  • In the current discourse landscape where the opinions of stakeholders on game self-regulation are opposed, this study was conducted for the purpose of finding improvements by examining the effects of media reports on self-regulatory policies or perceptions. From July 2018 to June 2020, all articles reported for about two years were selected and the final 325 data were used for the study. For detailed frame analysis, the first and second frames were derived inductively. In the results of the study, it was analyzed that the in-depth understanding of the topic of self-regulation, the use of objective data, and the diversity of information sources were insufficient throughout the report.

Critical analysis about the game self-regulation bill: A study about the structure and regulation of Double loot box (확률형 아이템 규제안에 대한 비판적 분석: 이중랜덤박스의 구조와 규제에 대한 연구)

  • Jo, Hui-Seon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.49-64
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    • 2019
  • In this paper, we examined the concept of three types of double loot box respectively and analyzed each characteristics of double loot box by game case study. Those types are divided into the following three cases; 1) Double-mileage gacha 2) Double-limited period gacha 3) Kompu gacha. As the result, Double loot boxs are characterized as below: 1) Double loot box has a tendency to combine various type of loot boxes. 2) Double loot box's reward is hard to gain in game, or not to sell in game store. With these features, double loot box could be a gambling sales strategy. To solve this problem, this study suggested that it is essential to revise game self-regulations, enhance the professionalism of monitoring groups, and propel the self-effort of game companies.

Trends and Implications of Global Game Rating Systems (세계 게임심의제도의 추세 및 함의점)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.93-104
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    • 2011
  • This article inspected 16 game rating systems in the world to find out the trends of those. Mainly the perspective of freedom of expression is used to find out the implications of the trends. As the position of game becomes higher, the increase of game specialty rating institutions, the augmentation of self regulations rating institutions, the enlargement of freedom of expression in the area of game are revealed as trends. These trends are in the natural order of events that match with the development of game. We could know that rapid change and innovation is much needed.

Consideration on Role and Functions of Game Rating Board (게임물등급위원회의 발전방향 모색)

  • Kim, Chan-Soo;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.114-122
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    • 2007
  • Recently, Game Rating Board has been established. It is to follow worldwide trend in building up publicity, autonomy and professionalism under the framework to assure freedom of expression. This article analyzed major nation's game rating system, and showed some points to need improvement which are to have more detailed classification in game rating, to modify contents descriptor, to appoint committee members with expertise on game, to revise articles to be capable of misuse, and to become a nongovernmental organization.

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.

A Legal Study on the Game Industry Promontion Act Bill for Establishing The Game User Committee (게임산업법(안)상 게임물이용자위원회에 관한 법적 검토 연구)

  • Park, Se-Hun;Kyen, Seung-yup
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.173-174
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    • 2022
  • 최근 확률형 아이템이 이용자들에게 투입 비용보다 높은 가치의 아이템을 획득할 수 있을 것이라는 막연한 기대감을 갖게 만들어, 게임 이용자의 사행성을 조장하고 과소비를 부추긴다는 우려가 제기되고 있다. 특히 복잡한 확률구조와 관련하여 허위로 표시하는 등 거짓 또는 과장 광고가 만연하여 게임 업계의 자율규제가 실효성을 잃고 게임제작업자가 허위로 확률을 고지하여 이용자들을 기만하는 사례 등이 사회적으로 문제가 되고 있다. 이에 국민의힘 하태경 의원이 일정 규모 이상 게임제작업자는 게임물이용자위원회를 두도록 하는 게임산업진흥에 관한 법률 일부개정(안)을 2021년 3월 24일 대표발의하였는데, 이 법안이 게임산업을 과도하게 규제한다는 비판이 제기되고 있는바, 해당 법안을 분석하여 입법취지에 부합하는 개선방안을 제시하고자 한다.

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