The world's most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Seok, Soonhwa | - |
dc.contributor.author | DaCosta, Boaventura | - |
dc.date.accessioned | 2021-09-06T13:56:37Z | - |
dc.date.available | 2021-09-06T13:56:37Z | - |
dc.date.created | 2021-06-14 | - |
dc.date.issued | 2012-11 | - |
dc.identifier.issn | 0747-5632 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/107107 | - |
dc.description.abstract | Failure to establish agreed-upon criteria by which to measure and identify online video game addiction has resulted in a lack of reliable evidence of the actual percentage of individuals who are pathologically dependent. Building upon prior research, the present study sought to better determine the magnitude of pathological online video game play using a distinction between core and peripheral criteria for behavioral addiction. Preferences and perceptions towards online video games and addiction were also examined to better understand players' habits. A questionnaire was administered to 1332 South Korean students across 11 high schools and 1 middle school in an area surrounding the capital of Seoul. Using a monothetic and a polythetic classification system, findings showed rates ranging between 1.7% and 25.5%, with a 2.7% addiction rate when distinguishing core from peripheral criteria. These results may suggest that online video game addiction rates in intense gaming cultures such as South Korea are not as high as otherwise believed. The findings will be of assistance to educators, policymakers, clinicians, and researchers in understanding the challenges in deriving meaningful video game addiction prevalence rates, and thus being able to better separate reality from conjecture with regard to the notion of pathological game play. (C) 2012 Elsevier Ltd. All rights reserved. | - |
dc.language | English | - |
dc.language.iso | en | - |
dc.publisher | PERGAMON-ELSEVIER SCIENCE LTD | - |
dc.subject | VIDEO GAME ADDICTION | - |
dc.subject | YOUTH | - |
dc.title | The world's most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Seok, Soonhwa | - |
dc.identifier.doi | 10.1016/j.chb.2012.06.019 | - |
dc.identifier.scopusid | 2-s2.0-84865644172 | - |
dc.identifier.wosid | 000309306000017 | - |
dc.identifier.bibliographicCitation | COMPUTERS IN HUMAN BEHAVIOR, v.28, no.6, pp.2143 - 2151 | - |
dc.relation.isPartOf | COMPUTERS IN HUMAN BEHAVIOR | - |
dc.citation.title | COMPUTERS IN HUMAN BEHAVIOR | - |
dc.citation.volume | 28 | - |
dc.citation.number | 6 | - |
dc.citation.startPage | 2143 | - |
dc.citation.endPage | 2151 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | ssci | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Psychology | - |
dc.relation.journalWebOfScienceCategory | Psychology, Multidisciplinary | - |
dc.relation.journalWebOfScienceCategory | Psychology, Experimental | - |
dc.subject.keywordPlus | VIDEO GAME ADDICTION | - |
dc.subject.keywordPlus | YOUTH | - |
dc.subject.keywordAuthor | Addiction | - |
dc.subject.keywordAuthor | High engagement | - |
dc.subject.keywordAuthor | Online video games | - |
dc.subject.keywordAuthor | MMORPGs | - |
dc.subject.keywordAuthor | South Korea | - |
dc.subject.keywordAuthor | Adolescents | - |
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