The purpose of this study was to examine the mediating effects of Korean adolescents' game craving on the relationship between their life stress experience and the Internet game addiction. To this end, by using an adolescent panel held by an Internet ...
The purpose of this study was to examine the mediating effects of Korean adolescents' game craving on the relationship between their life stress experience and the Internet game addiction. To this end, by using an adolescent panel held by an Internet survey agency, this study collected and analyzed self-reporting data presented by 186 adolescents aged from 15 through 18 who had the experience of playing games in workdays for the past 1 year. The measuring tools used in this study included a life stress scale, the Korean gaming craving scale for youths, and the Korean game addiction scale for children and adolescents. Regression analysis and Soble test were conducted to determine if game craving have a mediating effect on the relationship between life stress and game addiction. Analysis of mediating effects was equally carried out for the total scores of the Internet game addiction and for the scores by sub-factors as well. The major results of the study were as follows:
A partial mediating effect of the experience of having game craving was found between the life stress experience and the severity of the game addiction: It was found that stress had an indirect effect through game craving as well as a direct effect on the adolescents' game addiction. In addition, as the result of a detailed investigation into the effects that stress had on the sub-categories of game addiction through game craving, It was found that game craving had a partial mediating effect on all the sub-categories of relationship between stress and game addiction.
The values of this study are as follows: The study has a primary significance because it put together previous studies which dealt with the effects of stress on the Internet game addiction, the relationship between stress and game craving, and the relationship between game craving and the Internet game addiction respectively, and then examined the effects of stress on the Internet game addiction through game craving. It implies though adolescents have a great amount of life stress, they can avoid game craving by coping with the stress well, and that they can prevent or reduce game addiction by controlling game craving efficiently and adaptively. In addition, the similarities of this relationship were identified among the sub-symptoms of the game addiction.