• Title/Summary/Keyword: Gaming Addiction

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Gaming Disorder and Addiction in Children and Adolescents (소아청소년의 게임장애와 중독)

  • Juyeop Lee
    • Journal of Convergence Korean Medicine
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    • v.5 no.1
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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The effect of gaming disorder on suicidality: Focusing on the mediating effect of social support and self-esteem

  • CHO, Hyunseob;HWANG, Yoobin;SEO, Bo-Kyung
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.27-34
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    • 2022
  • The purpose of this study is to find out the role of social support and self-esteem in the relationship between gaming disorder and suicidality of college students. A survey and analysis were conducted on 1,154 students in a four-year university in Gyeonggi-do of Korea. With analysis of the Internet Gaming disorder scale, 162 people (14%) were subjected to gaming disorder and 992 (86%) were non-gaming disorder. The hypothesis of this study was verified as follows. First, college students with gaming disorder have higher suicidality and lower social support and self-esteem than those with non-gaming disorder. Second, gaming disorder of college students have a positive correlation with suicidality, while gaming disorder will have a negative correlation with social support and self-esteem. Third, social support and self-esteem mediate the relationship between gaming disorder and suicidality of college students. These results show that social support and self-esteem can act as protective factors. The results are very meaningful in that they have verified the high risk of suicidality of college students with gaming disorder. It is suggested, when college students show signs of Internet gaming addiction, a more active prevention for suicidality should be considered as they can become a suicidal high risk group.

A Study on the International Classification of Diseases of Gaming Disorder and the Game Addiction Tax (게임이용 장애의 질병코드 등재와 게임중독세에 관한 연구)

  • Rhee, Chang Seop
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.99-110
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    • 2021
  • WHO passed the ICD-11 amendment in 2019, which included gaming disorder, and there are confronted opinions whether this should be listed in the revision of the KCD in Korea. This study explains the consent and opposition to the listing of gaming disorder, and then investigates the effect of the listing of gaming disorder and the adoption of gaming addiction tax. The results of this study find that the listing of gaming disorder and the adoption of gaming addiction tax could negatively affect the investment value and the global national competitiveness of the Korean game industry.

Comparison between SNS Addiction and Gaming Addiction-Based on the Problem Behavior Theory (문제행동이론을 기반으로 한 SNS 중독과 게임 중독의 비교)

  • DongBack Seo;SeongJae Kim
    • Information Systems Review
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    • v.19 no.1
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    • pp.25-48
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    • 2017
  • As the number of Internet users has increased, the uses of social networking sites (SNSs) and online games have become universal activities across gender and ages. The extensive distribution and the usage of the Internet are beneficial to our society, but its adverse effects, such as Internet addiction, which refers to uncontrollable excessive Internet use, are becoming prevalent. Relevant social costs are also becoming troublesome. SNS and gaming addictions have negative effects on one's life, causing significant social problems. To illustrate different facets of these addictions, Problem Behavior Theory is adopted in the study. How self-esteem and perceived family environment affect SNS addiction and gaming addiction is addressed. The main subjects are Korean university students in their 20s who use SNS and play online games. The relationship between SNS addiction and gaming addiction is also addressed.

Critical Analysis of Gaming Disorder/Addiction Researches on Neuroimages, Measurement Tools, and Research Processes (게임 장애/중독 연구에 대한 비판적 분석 - 뇌 사진, 판단 척도 및 연구 절차를 중심으로)

  • Song, Doo Heon
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.135-146
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    • 2019
  • World Health Organization reveals its plan for listing 'Gaming Disorder' on the 11th International Disease Codes (ICD-11) in 2018 and it opens hot debate among scholars on its validity and timeliness. Korea, however, seems to have avoided the issue without appropriate academic refutation. In this paper, we review past academic studies related to game addiction or disorder focused on their validity of disorder measurement tools, research designs and the effect of neuroimaging studies. This analysis reveals that excessive use of gaming is not sufficient to register it as a disease and there is a risk of stigmatizing healthy gamers.

Relationships Between Children's Stress-Coping Styles and Risk of Internet Gaming Addiction (아동의 스트레스 대처행동과 인터넷 게임중독 위험성과의 관계)

  • Shin, Hyo Mi;You, Mee Sook;Cho, You Jin
    • Korean Journal of Child Studies
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    • v.28 no.6
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    • pp.233-247
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    • 2007
  • The relation of children's stress-coping styles to Risk of Internet Gaming Addiction(RIGA) was examined in 662 4th, 5th and 6th grade subjects. Results showed that active coping styles were negatively but aggressive and passive/avoidant coping styles were positively related to RIGA. In male students, coping styles of "active" and "passive/avoidant", "aggressive" influenced RIGA factors of "maladaptive behaviors" and "negative emotional experience". In female students, coping styles of seeking social support related positively to RIGA; coping styles of "active", "passive/avoidant", and "aggressive" influenced "maladaptive behaviors", "negative emotional experience", and coping styles of "active" and "passive/avoidant", "seeking social support" influenced "low academic attitude", RIGA factors, respectively. Coping styles of "active", "passive/avoidant", "aggressive", and "seeking-social-support" influenced "psychological absorption and fixation".

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Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

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)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • 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.

Effects of Stress Coping Behaviors on Higher Grade Elementary School Students' Internet Game Addiction: Focused on Gender Difference (초등학교 고학년의 스트레스 대처행동이 인터넷게임중독에 미치는 영향: 성별차이를 중심으로)

  • Ju, Young-Hee;Lim, So-Hee
    • Journal of the Korean Society of School Health
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    • v.29 no.3
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    • pp.226-234
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    • 2016
  • Purpose: The purpose of this study was to investigate factors predicting internet game addiction in higher grade elementary schoolers according to gender. Methods: The participants were 898 elementary school students who were in 5th and 6th grade. Data were collected via a structured questionnaire from October 1 to November 20 2012 and analyzed using descriptive statistics, $x^2$ test and logistic regression with the SPSS/WIN 23.0 program. Results: The prevalence rate of internet game addiction group was 8.8% (boys 7.1%, girls 1.7%). In terms of gender difference, it was found that girls' stress coping behaviors were more passive than male students (t=-3.27, p=.001). In boys, variables that predicted internet game addiction were aggressive coping, active coping, internet gaming hours per day and academic achievements. In girls, variables that predicted internet game addiction were aggressive coping, close friends and academic achievements. Conclusion: The findings from this study indicate there is a need to develop positive stress-coping behaviors programs and prevent internet game addiction in higher grade elementary school students.