• Title/Summary/Keyword: Game Use

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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Family Function, Parent-Child Communication, and Family Satisfaction Influencing Game Use among Korean Adolescents (가족기능, 부모-자녀 의사소통, 가족만족도와 청소년의 게임사용간의 상관성)

  • Seo, Mi-A
    • Korean Journal of Health Education and Promotion
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    • v.28 no.1
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    • pp.37-47
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    • 2011
  • Objectives: The purpose of this study was to explore the influential factors of family function, parent-child communication, and family satisfaction on Korean adolescents game use. Methods: The participants were 940 adolescents in Seoul. A structured questionnaire was used to collect data. The study variables were family function, parent-child communication, family satisfaction, and game use. Results: Game use was different by gender, age, time to spend in game during weekdays and weekend. Game use had significant negative correlations with family cohesion, family adaptability, communication with father, communication with mother, and family satisfaction. Multiple regression analysis showed that 20.3% of the game use was explained by gender, communication with mother, hours of playing games during weekdays, family adaptability, and hours of playing games during weekend. Conclusions: These results suggest that being male and lack of communication with mother, low family adaptability, game hours during weekdays and weekend can be potential risk factors for excessive game use in the adolescents, which should by considered in developing a prevention program for excessive game use focused on family factors.

Exploration of the relationship between adaptive use and maladaptive use in game : Focusing on the types of game users of middle school students, and the differences in self-control, peer-support, and game usage between groups (게임 선용과 과몰입의 관계 탐색 :중학생의 게임이용집단 구분과 자기통제력, 또래 지지, 게임이용량의 차이를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.113-124
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    • 2021
  • This study distinguished game use groups by considering adaptive game use and maladaptive game use of middle school students at the same time, and analyzed the difference in lack of self-control, peer-support, and game usage by group. To this end, the data of 287 middle school students was analyzed in the Game User Panel Survey(5th year) of the KOCCA. As a result of the cluster analysis, the game use groups were divided into the high level coexist group, the adaptive use group, and the normal group. The three groups showed the gap of lack of self-control, peer-support, and game usage.

Effect of Mobile Game Use Amount on the Satisfaction Level and Game Commitment(flow) (모바일 게임 이용량이 게임 만족도와 몰입에 미치는 영향)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.31-40
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    • 2015
  • In this study, the effect of amount of use of mobile game (time of use, consumption cost) on the perceived satisfaction level (perceived enjoyment, service quality, and price) of game and commitment is to be observed. If the amount of game use is high, are the satisfaction level and commitment of game high as well? Is there any factor of negative effect on game commitment? As a result of study, among the mobile game use behaviors subjected in this study, higher the amount of use and consumption cost, more the level of satisfaction level and commitment on game. This study is to verify and analyze the high level of perceived satisfaction and commitment on mobile game by users with high amount of use to expand and to discuss the base of study of heavy mobile game user and heavy digital game user.

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 Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Effects of Subjective Norm of Game Use on Game Over-Indulgence Among Adolescents (청소년 게임이용의 주관적 규범과 게임 과몰입에 관한 연구)

  • Jang, Yei-Beech
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study explored how peers influence on adolescents' game over-indulgence. More specifically, it was examined the effects of emotional support, subjective norm of game use, peer stress, and friends' attitude toward gaming on game over-indulgence. Results showed that the higher level of subjective norm of game use and peer stress one received the higher level of game over-indulgence one reported. However, lower emotional support caused higher game over-indulgence. Meanwhile, friends' attitude toward gaming was not significantly related to game over-indulgence. The meaning and the importance of peer in terms of game over-indulgence and limitations of the study were discussed.

Relationship between teacher's game recognition types and the acceptance of student game use in school (학교 장면에서 교사의 게임 인식 유형과 학생 게임 이용 수용도의 관계)

  • Doh, Young Yim;Kim, Jee Yeon
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.71-82
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    • 2017
  • This study was conducted to understand the relationship between teacher's game recognition types and the acceptance of student game use in school. We surveyed 250 elementary/middle/high school teachers, school counselors and professional counselors. Four game recognition types have differences in gender, age, game experience, attitude toward game, response to game, and the evaluation of academic influence. When we compared the acceptance of student game use according to teacher's game recognition types, the differences in 'need for supervision', 'willingness to use', 'concern and monitoring' and 'acceptance as alternative activities' were identified. However, all types showed low scores of 'acceptance efficacy'. Finally, we discussed what kind of support would be effective to increase the acceptance of game use in school.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.