The purpose of this study was to find out the relationship between computer game addiction and emotional traits-impulsiveness, depression, interpersonal anxiety, aggression -of adolescent.
The problems were formulated in this study as following ;
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The purpose of this study was to find out the relationship between computer game addiction and emotional traits-impulsiveness, depression, interpersonal anxiety, aggression -of adolescent.
The problems were formulated in this study as following ;
1. Are there statistical differences between the level of addiction in computer game and demographic data(grade, gender)?
2. Are there statistical differences among the emotional traits - impulsiveness, depression, interpersonal anxiety, aggression - of adolescent, the level of addiction in computer game, demographic data(grade, gender)?
3. What is the relationship between the level of addiction in computer game and each emotional traits - impulsiveness, depression, interpersonal anxiety, aggression - of adolescent?
4. Are there statistical differences between the behavioral attitude of adolescent who play the computer game - total period of adolescent involvement in computer game, place to play game, days to play game a week, average hours to play game per session, the reason to play computer game, the types of game to be preferred, the reason to prefer the game - and the level of addiction in computer game?
5. What are their subjective symptoms and reasons of addiction in computer game?
The subjects for this study were sampled from two elementary schools and one middle school in Seoul. They consisted of 185 5th-grader, 167 6th-grader of elementary school and 432 2nd-grader of middle school. They were 413 boys and 371 girls. In particular, 9 subjects in 6th-grader of elementary school 1st and 2nd grader of middle school were interviewed. For this study, all of subjects were measured with the addiction scale in computer game(2000), the emotional trait scales(-impulsiveness scale, depression scale, interpersonal scale, aggression scale). Also, the semi-structuralized questionnaire and interview were used to investigate personal information and behavioral attitude of subjects in computer game.
Collected data were analyzed by t-test, ANOVA, Stepwise Multiple Regression Analysis and Chi-Square test. The recorded interview data were verbatim and devided into symptoms, reasons of addiction in computer game.
The following results showed ;
First, the level of addiction in computer game showed statistically significant differences by grade and gender variable. That is, boys were addicted in computer game easier than girls. 5th and 6th grade elementary school students were addicted in computer game easier than 2nd grade middle school students.
Second, there are statistically significant differences between the emotional traits(-impulsiveness, interpersonal anxiety, aggression -except depression) and the level of addiction in computer game. There are statistically significant differences between impulsiveness and grade. There are statistically significant differences among interpersonal anxiety, aggression, gender. That is, differences in the group of high level of addiction in computer game were higher than the low one. Significant differences in interactive effect were found between grade and the level of addiction in computer game involved the emotional traits(impulsiveness, interpersonal, aggression -except depression).
Third, there are statistically significant differences between the level of addicted in computer game and aggression.
Fourth, there are statistically differences between the behavioral attitude and the level of addiction in computer game.
Fifth, the results of interview showed the adolescents in the high level of addiction in computer game have following additional symptoms : dependence of psychology, tolerance, slightly withdrawal, academic problem, economic problem. And they think the reasons that play the computer game to gain the achievement and confidency, to get the encouragement from their friends, to avoid from the real problem, to earn some money easily, to dissolve aggression.