The purpose of this study was to provide guidelines for preventing online game addiction by positively examining the factors that contribute to online game addiction to ordinary Korean adults. To achieve this goal, this work has comprehensively approached elements that allow online games to be used addictive by dividing them into aspects of the online game itself, the psychological aspects of the individual, and the external aspects of online game use. These three aspects are specifically flow experience, sense of accomplishment, belonging, self-efficacy for online games, sensory-seeking propensity, self-control, and online game usage control, and this study investigated the direct relationship between these aspects and online game addiction. The study also investigated indirect factors of online game addiction, including performance based on flow experience, belonging, self-efficacy for online games, and tendency to pursue senses.
Online game addiction
The factors that directly induce online game addiction were shown to be the following, depending on the level of influence such as achievement, flow experience, and self-control. However, it was found that the self-efficacy, belonging, sense-seeking orientation, and online game usage control of online games did not directly affect online game 온라인카지노사이트addiction. Factors that indirectly affect online game addiction through the intermediation of flow experiences include a sense of accomplishment, belonging, and self-efficacy in online games. However, the role of flow experience as an intermediary variable can be seen as quite weak because performance has a more direct relationship with online game addiction.
The sense of belonging and self-efficacy to online games was more indirectly influenced by flow experience and mediated rather than directly influencing online game addiction. Through these research processes, the causes of online game addiction can be identified, and these can be used as basic data to prevent online game addiction in Korean adults. Based on this, online game users can enjoy games with the reasons for online game addiction in mind. At the same time, it will contribute to the development of the online industry so that online games can be settled into a positive and healthy leisure life for adults by overcoming the negative aspects of adding online games.
Games are not addiction, they’re overindulgence.
“It’s an addiction to play games all day long.”
Ji Cheong-gu, who had heard it at least once in middle and high school, is no longer just nagging. On May 24, the World Health Organization (WHO) added “game-use disorder” as an official disease code (6C51). A representative example of an addictive behavior disorder is gambling addiction.
Some people welcome the WHO’s decision. Medical circles at home and abroad and some civic groups supported the WHO’s judgment, saying there was a basis for treatment for people suffering from game addiction.
However, the opinions of the field, which has been treating patients who rely heavily on games, were slightly different. Overindulgence in games is only a symptom, but it is hard to see it as a disease. Rather, they found the cause of overindulgence in games in the surrounding environment of patients. Mental problems arise due to family discord and academic stress, and one of the symptoms is game obsession.
The discussion of game addiction coincides with the beginning of online games. If you search for game addiction on the integrated search portal for Korean academic information and papers, you can easily find a paper on game addiction from the beginning of the Korean online game service in 2002. In April 2013, related laws were also proposed. Shin Eui-jin, a doctor-turned-member of the Saenuri Party (currently the Liberty Korea Party), proposed a “law for addiction prevention management and treatment” (4 major addiction laws). The four major addictions were alcohol, drugs, gambling, and Internet game addiction, which should be integrated and managed. In October of that year, former Education Minister Hwang Woo-yeo (then representative of the Saenuri Party) put his weight on this claim.
Game Addiction Registration
Seoul National University’s Industrial-Academic Cooperation Group (Professor Lee Duk-joo of Industrial Engineering) submitted a report on the results of the study to the Korea Creative Content Agency under the Ministry of Culture, Sports and Tourism in December last year. It was about the change in the size of the domestic game industry that will occur after the game use disorder is registered as a disease code. The report estimated that the game market will shrink by more than KRW 10 trillion over the three years between 2023 and 2025. As a result, the number of employed people is expected to reach 8,700.
On the other hand, after the WHO announcement on May 24, five health and medical organizations including the Korea Society of Pediatric and Youth, the Korean Neuropsychiatric Association, the Korean Society of Psychiatry, and the Korean Society of Dynamics issued statements on June 10. Following the theory of the game brain, the main basis of the medical community’s argument was dopamine. It can cause abnormalities in brain dopamine circuits such as gambling and alcoholism. It also included solid scientific evidence, including long-term follow-up studies on game-use disorders and more than 1,000 brain function studies.
The research also found evidence that the World Health Organization defined game-use disorders as addictive behavioral disorders. In an interview with the game media “Inven” in July last year, WHO spokesperson Tariq Gosurevich said, “There are hundreds and thousands of scientific publications that support the continuous need for treatment and the development of ICD-11.
Interestingly, most of the research was conducted in Asian countries such as China and Korea. “Internet Game Disorder” was first listed in the fifth edition of the Diagnostic and Statistical Manual of Mental Disabilities (DSM-5) in 2013. Of course, it was reflected as a “new phenomenon that requires a lot of research” rather than an official disease. One of the reasons is that it is hard to see the phenomenon happening all over the world. DSM-5 states that “most of the research evidence comes from Asian countries and young men.”
Many of the studies that influenced the WHO’s decision seem to have come from Korea. According to a report on Meta-Analysis on Game Overindulgence Research submitted by Yonsei University’s Industry-Academic Cooperation Group to the Korea Creative Content Agency in January, a total of 614 domestic and foreign papers dealing with Game Addiction and Game Overindulgence for five years between 2013 and 2017. 91 of them were published in Korea, accounting for 13.4% of the total, ranking first. It was followed by China (85 flights), the United States (83), Germany (64) and Australia (38 flights).
Although research in Korea is the most active, China and the U.S. are no less than this in terms of quantity. However, the content of the paper was different. In the case of Korean papers, 59.4% were written by the psychiatry community, which was twice as high as 28.4% on the global average, and 89.4% of them concluded that there was a phenomenon of game immersion and addiction. On the other hand, only 54.2 percent of the papers published in the U.S. saw the phenomenon of overindulgence in games as real. In response, the American Psychiatric Association (APA) suspended the registration of the disease code because of lack of scientific research or evidence on game addiction. 82.4% of Korean papers related to game addiction were written with government support. The Korea Research Foundation sponsored 35 studies, the Ministry of Health and Welfare 23 studies, and the Ministry of Science, ICT and Future Planning (currently the Ministry of Science and ICT) sponsored 17 studies. Yonsei University’s industry-academic cooperation group also took issue with the level of Korean papers. Among the papers published in Korea, he specified at least one game that surveyed 8.2 percent of the total.