(Abstract)
This research is focused on game addiction and cyber crime through effect of violence and self-efficacy in the cyberspace. This survey had administered by 703 male college students. This data were divided into violent game users group and...
(Abstract)
This research is focused on game addiction and cyber crime through effect of violence and self-efficacy in the cyberspace. This survey had administered by 703 male college students. This data were divided into violent game users group and nonviolent game users group. And they were classified high and low self-efficacy in the cyberspace among the two groups, violent game users and nonviolent game users. It was compared with game addiction and cyber crime of four groups.
The major results of this study are followed:
First, violent game users were shown that addiction level of games and cyber crime were higher than nonviolent game users.
Second, higher group of self-efficacy in the cyberspace was shown that game addiction was higher than lower group of self-efficacy in the cyberspace. There was no significant difference between two groups of self-efficacy in the cyberspace.
Third, there was no correlation with the difference on game addiction level of violent game users nonviolent game users as the self-efficacy level in the cyberspace.
Fourth, game addiction level in the internet was shown to be positive correlation with cyber crime.