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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.

Abstract

(1) Background: Various studies have been conducted on the effects of video (online, mobile, and console) games on users’ lives and psychological health. However, the effectiveness of a game can vary depending on user characteristics. This study explored the level of game use and its associated psychosocial factors among adolescents. (2) Methods: Survey data were compiled from 582 middle and high school students. Frequency analysis, the chi-square test, and analysis of variance were performed using SPSS Windows software, version 23.0. (3) Results: First, it was confirmed that there were no differences in the levels of self-esteem, morality, or life satisfaction between the adaptive game use and normal groups, but these were higher than those of the maladaptive game use group. However, at the level of self-control, the adaptive group scored lower than the normal group but higher than the maladaptive group. Second, the adaptive and normal groups exhibited comparatively lower levels of aggression, anxiety, depression, loneliness, academic stress, and social stress in school. Third, they also exhibit relatively high levels of social intelligence, social capital, and friendship support. (4) Conclusions: The adaptive and general game-use groups showed similar levels of psychosocial factors, whereas the maladaptive game-use group exhibited lower levels of positive psychological and social factors. Based on these results, developing an intervention program that reduces maladaptation and increases adaptive gaming use is necessary. Future follow-up studies are needed to confirm how positive and negative psychosocial factors affect adaptive and maladaptive game use as protective and risk factors, respectively.

Details

Title
Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
Author
Kim, Bee  VIAFID ORCID Logo  ; Kim, Nami
First page
1059
Publication year
2023
Publication date
2023
Publisher
MDPI AG
e-ISSN
22279067
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2829777665
Copyright
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.