Game Addiction

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 3924 Experts worldwide ranked by ideXlab platform

Mekar Sari Suteja - One of the best experts on this subject based on the ideXlab platform.

  • the development of indonesian online Game Addiction questionnaire
    PLOS ONE, 2013
    Co-Authors: Jap Tji Beng, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja
    Abstract:

    Online Game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online Game Addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and Game Addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online Games (r = 0.39; p<0.01), average days per week in playing online Games (ρ = 0.43; p<0.01), average hours per days in playing online Games (ρ = 0.41; p<0.01), and monthly expenditure for online Games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online Game Addiction, and the score of 22 and above may indicate online Game Addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  • The Development of Indonesian Online Game Addiction Questionnaire
    PLoS ONE, 2013
    Co-Authors: Jap Tji Beng, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja
    Abstract:

    Online Game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online Game Addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and Game Addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online Games (r = 0.39; p

Jap Tji Beng - One of the best experts on this subject based on the ideXlab platform.

  • the development of indonesian online Game Addiction questionnaire
    PLOS ONE, 2013
    Co-Authors: Jap Tji Beng, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja
    Abstract:

    Online Game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online Game Addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and Game Addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online Games (r = 0.39; p<0.01), average days per week in playing online Games (ρ = 0.43; p<0.01), average hours per days in playing online Games (ρ = 0.41; p<0.01), and monthly expenditure for online Games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online Game Addiction, and the score of 22 and above may indicate online Game Addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  • The Development of Indonesian Online Game Addiction Questionnaire
    PLoS ONE, 2013
    Co-Authors: Jap Tji Beng, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja
    Abstract:

    Online Game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online Game Addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and Game Addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online Games (r = 0.39; p

Se Joo Kim - One of the best experts on this subject based on the ideXlab platform.

  • the relationship between online Game Addiction and aggression self control and narcissistic personality traits
    European Psychiatry, 2008
    Co-Authors: Eunjoo Kim, Kee Namkoong, Se Joo Kim
    Abstract:

    Abstract Objectives This study aimed to explore the relationship between online Game Addiction and aggression, self-control, and narcissistic personality traits, which are known as the psychological characteristics linked to "at-risk" populations for online Game Addiction. Method A total of 1471 online Game users (males 82.7%, females 17.3%, mean age 21.30±4.96) participated in this study and were asked to complete several self-report measures using an online response method. Questionnaires included demographic information and Game use-related characteristics of the samples, the online Game Addiction scale (modified from Young's Internet Addiction scale), the Buss–Perry aggression questionnaire, a self-control scale, and the narcissistic personality disorder scale. Results Our results indicated that aggression and narcissistic personality traits are positively correlated with online Game Addiction, whereas self-control is negatively correlated with online Game Addiction ( p Conclusion An interesting profile has emerged from the results of this study, suggesting that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online Games. This result will deepen our understanding of the "at-risk" population for online Game Addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online Games.

Eui Jun Jeong - One of the best experts on this subject based on the ideXlab platform.

  • HICSS - A Study of Digital Game Addiction from Aggression, Loneliness and Depression Perspectives
    2016 49th Hawaii International Conference on System Sciences (HICSS), 2016
    Co-Authors: Eui Jun Jeong, Dan J. Kim, Dong Min Lee, Hyerim Lee
    Abstract:

    Previous studies showed the effects of psychological variables such as depression and loneliness on Game Addiction. Likewise, the effect of aggression on Game Addiction has also been reported. However, little research has empirically proved the role of aggression between the psychological variables and Game Addiction. In addition, in the context of Game Addiction, few studies have investigated their relationships in an integrated model using sub-factors of each construct. With survey data of 789 subjects, focused on the psychosocial variables (e.g., aggression, depression, and loneliness), the current study analyzed a path model to examine 1) the effects of loneliness and depression on aggression, 2) the psychosocial variables' effect on Game Addiction, and 3) mediation role of aggression between psychological variables (e.g., depression and loneliness) and Game Addiction. Results showed the important roles of aggression in the model. Aggression was significantly affected by both loneliness and depression, and in turn, aggression was the strongest determinant on Game Addiction among the three variables. Notably, aggression played a mediation role between depression and Game Addiction. Results and implications were discussed.

  • Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction
    World Academy of Science Engineering and Technology International Journal of Social Behavioral Educational Economic Business and Industrial Engineerin, 2015
    Co-Authors: Eui Jun Jeong, Hyerim Lee
    Abstract:

    Authors : Eui Jun Jeong, Hye Rim Lee, Ji Hye Yoo Abstract : Recent studies have verified the significant relationship of user personality with Internet use. However, in Game studies, little research has emphasized on the effects of personality traits on Game Addiction. This study examined whether big five personality traits affect Game Addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 Game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (Game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of Game Addiction. Results showed that neuroticism increase Game Addiction with no effect of extraversion on the Addiction. General self-efficacy negatively affected Game Addiction, whereas Game self-efficacy increased the degree of Game Addiction. Loneliness enhanced Game Addiction while depression showed a negative effect on the Addiction. Results and implications are discussed.

  • ICEC - Game Addiction from Psychosocial Health Perspective
    Proceedings of the 17th International Conference on Electronic Commerce 2015 - ICEC '15, 2015
    Co-Authors: Eui Jun Jeong, Dan J. Kim, Dong Min Lee
    Abstract:

    Many of previous studies showed the effect of psychological variables such as depression and loneliness on Game Addiction. In addition, the effect of aggression on Game Addiction has also been studied with its associations with depression and loneliness. However, little research has proved the role of aggression between psychological variables and Game Addiction in a path model using sub-factors of each construct. With survey data of 789 subjects, the current study tested a SEM to investigate 1) effects of the three variables on Game Addiction, and 2) effects of loneliness and depression on aggression, and 3) mediation role of aggression between depression and Game Addiction. Results showed that depression and loneliness significantly affected user aggression, and aggression was the strongest determinant on Game Addiction among them. Notably, there was no significant effect of depression on Game Addiction. Aggression played a mediating role between depression and Game Addiction. Results and implications were discussed.

  • the effects of self control and construal level on Game Addiction
    Journal of Korea Game Society, 2013
    Co-Authors: Yebeet Jang, Eui Jun Jeong, Hyerim Lee, Minkyu Kim, Seoungho Ryu
    Abstract:

    The current study examined how different level of self-constol and construal level influences Game users` Game Addiction. Also we explored the interaction effect between the individual`s self-control and construal level on Game Addiction. To answer the research questions, we conducted an online survey and total 918 participants were selected for the final analysis. According to the results, users with low level of self-control and low-level construal showed higher level of Game Addiction. In addition, we found a significant interaction effect between self-control and construal-level on Game Addiction. In high self-control group, Game Addiction level was low regardless of level of self-construal. However, in low self-control group, the level of construal-level affected Game Addiction. We found that construal-level played an important mediating variable. These findings suggest a noble insight for autonomous control in alleviatingGame Addiction by changing one`s level of self-control and self-construal.

  • social activities self efficacy Game attitudes and Game Addiction
    Cyberpsychology Behavior and Social Networking, 2011
    Co-Authors: Eui Jun Jeong, Doo Hwan Kim
    Abstract:

    Abstract This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of Game Addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of Game Addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of Game Addiction, whereas social self-efficacy in the virtual world (online) indic...

Edo Sebastian Jaya - One of the best experts on this subject based on the ideXlab platform.

  • the development of indonesian online Game Addiction questionnaire
    PLOS ONE, 2013
    Co-Authors: Jap Tji Beng, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja
    Abstract:

    Online Game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online Game Addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and Game Addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online Games (r = 0.39; p<0.01), average days per week in playing online Games (ρ = 0.43; p<0.01), average hours per days in playing online Games (ρ = 0.41; p<0.01), and monthly expenditure for online Games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online Game Addiction, and the score of 22 and above may indicate online Game Addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  • The Development of Indonesian Online Game Addiction Questionnaire
    PLoS ONE, 2013
    Co-Authors: Jap Tji Beng, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja
    Abstract:

    Online Game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online Game Addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and Game Addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online Games (r = 0.39; p