• Title/Summary/Keyword: gaming

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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.

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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Methodology for surface to surface war-gaming (해상 워게임 방법에 관한 연구)

  • Park Chae-Ha
    • Journal of the military operations research society of Korea
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    • v.2 no.1
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    • pp.101-109
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    • 1976
  • The goal of tactical war-gaming is to create an environment for two opposing teams allowing them to make tactical decisions that would correlate with the decision which they would make under the same circumstances while at sea. Therefore the real time war-gaming methodology should be developed to achieve the goal of tactical war-gaming. Surface to surface engagement models for the real time war-gaming such as maneuvering, tracking and damage assessment models were discussed in this paper. Concurrently system flow diagram to aid war-gaming effort was suggested in appendix.

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Entertainment in a Changing World: Vietnam and Video Gaming

  • Anh, Phan Quang
    • SUVANNABHUMI
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    • v.11 no.2
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    • pp.107-124
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    • 2019
  • The purpose of this paper is to shed light on the development timeline of video gaming in Vietnam. This paper would examine how Southeast Asia has become a key component in constructing the facade of the global gaming industry, focusing on Vietnam. As a communist country, Vietnam showed a distinctive pattern of video gaming reception. Video gaming has become a popular amusement among Vietnamese youth and has also helped Vietnam integrate into the modern world after the Vietnam War.

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The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach (게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로)

  • Lee, Yeonggeul;Jung, Hee Young;Kim, Ju-Ill
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.91-99
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    • 2018
  • A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

The Relationship between Risk of School Bullying Victimization and Risk of Internet Gaming Disorder in Adolescents: Focusing on Gender Differences (청소년들의 학교따돌림 피해 위험과 인터넷게임장애 위험의 연관성: 성별차이 중심으로)

  • Han, Hyunho;Yim, Hyeon Woo;Jo, Sun-Jin;Jeong, Hyunsuk;Kim, Eunjin;Son, Hye Jung
    • Journal of the Korean Society of School Health
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    • v.31 no.2
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    • pp.79-87
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between the risk of school bullying victimization and the risk of Internet gaming disorder according to gender in adolescents. Methods: The data of 1,920 middle school students collected at the baseline of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study were analyzed. For statistical analysis, $x^2$ test, t-test and stratified multiple logistic regression analysis were conducted using SAS 9.4. Results: The prevalence rate of Internet gaming disorder of middle school boys was greater than that of girls (Boys: 9.9%, Girls: 6.2%). The greater the risk of school bullying victimization, the greater both the risk of Internet gaming disorder and the average daily time spent on Internet gaming. In girls, the relationship between the experience of being bullied in school and Internet gaming disorder was not statistically significant. However, the boys who had been bullied in school were 3.2 times more vulnerable to the risk of Internet gaming disorder than those without such experience (95% CI: 1.135-8.779). Conclusions: When considering interventions for Internet gaming disorder for adolescents, bullying victimization should be taken into account as well. Particularly, relieving stress related to bullying victimization can be important for boys with Internet gaming disorder.

Effects of Perceived Stress of University Students on Internet Gaming Disorder and Lifestyle: Focusing on Mediating Effects of Social Support (대학생의 지각된 스트레스가 인터넷게임장애에 미치는 영향과 생활습관: 사회적 지지의 매개효과를 중심으로)

  • Seo, Bo-Kyung;Seong, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.653-664
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    • 2020
  • The purpose of this study was to investigate the actual status of Internet gaming disorder in university students, the relationship between perceived stress, social support, lifestyle and Internet gaming disorder, and the medium effect of social support in the relationship between perceived stress and Internet gaming disorder. The main results of the survey and analysis of 1,154 university students located in Gyeonggi Province are as follows. First, the prevalence of Internet gaming disorder among university students was 14.0 percent, which is very high. Second, the perceived stress had a positive correlation with the Internet gaming disorder. The more negatively perceived stress events occurred by university students, the higher the degree of internet gaming disorder was. Third, social support had a negative correlation with perceived stress and internet gaming disorder. The higher the support of parents, friends, and others, the lower the perceived stress and the lower the internet gaming disorder. Fourth, social support partially mediated the relationship between perceived stress and Internet gaming disorder. Even though stress was negatively perceived, the degree of internet gaming disorder was low when social support was high. Fifth, among the lifestyle habits of students, the rate of alcoholism was higher in the Internet gaming disorder group than in the non-disorder group. Finally, the results of the study and ways to prevent Internet gaming disorder among university students were discussed.

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.

A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

Case study: Grigon Entertainment's success and failure

  • Yoo, Byung-Joon;Kim, Kwan-Soo;Lee, Joon-Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.4
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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