The purpose of this study was to investigate the effects of family function and self-concept on the computer game addiction.
In order to achieve the purpose, the following questions were raised :
First, what are the effects of family function(family...
The purpose of this study was to investigate the effects of family function and self-concept on the computer game addiction.
In order to achieve the purpose, the following questions were raised :
First, what are the effects of family function(family cohesion and family adaptability) on addiction in computer game?
Second, what are the effects of self-concept(self-esteem, self-control, loneliness) on addiction in computer game?
Third, what are the effects of family function(family cohesion and family adaptability) and self-concept(self-esteem, self-control, loneliness) on addiction in computer game?
The subjects for this study were sampled from two high schools. The total of 587 students participated in this study. They consisted of 264 first grader, 323 second grader. They were 444 boys and 143 girls.
For this study, all of subjects were measured with the Addiction scale in Computer game, Self-Esteem scale, Self-Control rating scale, Revised UCLA Loneliness scale.
The data of this study were analyzed by the statistical method of ANOVA, correlation coefficient, regression analysis, Stepwise multiple regression analysis and Chi-square test through the SPSS program.
The result of this study can be summarized as follows :
First, a level of family cohesion in the group of high level of addiction in computer game was lower than the low one. The family cohesion accounted for 3.5% of the variance in predicting computer game addiction. However, there are not statistically significant differences in the family adaptability among the level of addiction in computer game and gender.
Second, a level of self-esteem and self-control in the group of high level of addiction in computer game were lower than the low one. And a level of loneliness in the group of high level of addiction in computer game was higher than the low one. However, there are not statistically significant differences in self-concept(self-esteem, self-control, loneliness) among a gender.
Third, the addiction in computer game was predicted in the order of self-control and loneliness in the self-concept. And loneliness was the most influential variable. The self-control and loneliness accounted for 13.4% of the variance in predicting computer game addiction.