(Abstract)
The purpose of this study was to investigate the effect of self-discrepancy, self-efficacy in the real life and cyberspace on internet game addiction. Internet Game Addiction Scale, Self-Efficacy Scale, Self-Efficacy Scale of Cyberspace, ...
(Abstract)
The purpose of this study was to investigate the effect of self-discrepancy, self-efficacy in the real life and cyberspace on internet game addiction. Internet Game Addiction Scale, Self-Efficacy Scale, Self-Efficacy Scale of Cyberspace, Self-Discrepancy Scale were administered to students of technical high schools in Daegu area and data of 515 students have been used for this study.
Following conclusions were derived from the result of this study:
First, high group students were showed more higher scores of self-efficacy scale in cyberspace than low group students.
Second, low group students were showed more higher scores of self-efficacy scale in real life than high group students.
Third, there is no interaction effect of the self-efficacy in real life and cyberspace on internet game addiction.
Fourth, the higher discrepancy between real self and ideal self was showed higher scores of internet game addiction.
Fifth, the results of multiple regression analysis suggest that the lower self-efficacy in real life, the higher self-efficacy in the cyberspace, and the bigger self-discrepancy, the higher level of internet game addiction.
Sixth, the lower interpersonal self-efficacy in real life, the higher interpersonal self-efficacy in the cyberspace, and the lower personal self-efficacy in real life, the higher level of internet game addiction.
It represents that the level of self efficacy in the real life is important in internet game addiction. Efficacy in the interpersonal self-efficacy on the real life is an important element in internet game addiction.