This study examined the correlation among such variables as interpersonal anxiety and aggression psychologically characterized by adolescents, among many variables designed to predict their addiction to computer games that now is a social phenomenon i...
This study examined the correlation among such variables as interpersonal anxiety and aggression psychologically characterized by adolescents, among many variables designed to predict their addiction to computer games that now is a social phenomenon in the information age, and their computer game addiction. Also, among the sub-factors of these variables, it aimed to clarify the most influential one to forecast the phenomena of computer game addiction.
To achieve this goal, study subjects were established as follows:
Subject 1. Is there a difference in the addictive level of computer games according to each variable?
1-1. Depending on background variables(school year, sex, grades, whether their parents use a computer or not, whether or not their parents' have a job), is there a difference in the addictive level of computer games?
1-2. Is there a difference in the addictive level of computer games according to their attitudes toward the use of computer games(game experiences, place for games, weekly frequency of playing computer games, playing time per game, reasons for playing games)?
Subject 2. Among sub-factors of aggression, what is the most related factor to the addiction of computer games?
Subject 3. Among sub-factors of interpersonal anxiety, what is the most related factor to the addiction of computer games?
Subject 4. Is there a significant correlation between the addictive level of computer games and aggression and interpersonal anxiety?
To accomplish the object, this study selected 5th and 6th graders in B elementary school located in Wanju-Jeonbuk, regarding them as the early stage of teenagers, and conducted a questionnaire survey of 100 students of them. Measurement tools used here were: questionnaires on background variables & attitudes toward the use of computer games, computer game addiction scale, aggression scale, and interpersonal anxiety scale. The questionnaire data was treated with SPSS 12.0 statistics program.
The results from analyzing the subjects can be summarized as follows:
First, as a result of investigating students' degree of computer game addiction by background variables, it differed according to their sex or grades; in their attitudes toward the use of computer games, it differed by game experiences, frequency of playing games a week, playing time per game, reasons for playing games.
Second, in terms of the relationship between aggression and the addiction level, direct aggression was the most influential factor to the level among sub-factors of aggression, and the higher the direct aggression, the higher the addiction level.
Third, the relationship between interpersonal anxiety and addiction level showed that uneasiness over a particular person among sub-factors of interpersonal anxiety was the most influential factor to the addiction degree. As the uneasiness over a particular person became higher, the addiction level tended to increase.
Fourth, both aggression and interpersonal anxiety showed a positive correlation to computer game addiction, aggression had a higher rate than the other.
These results suggested that adolescents' psychological variables, both aggression and interpersonal anxiety, making the phenomena of computer game addiction predictable, were related to the addiction of computer games. Between the variables, aggression was one that predicted the phenomena of computer game addiction better than the other. Based upon it, further and continuous researches seem to be necessary, with many different predictable variables relating to computer games, such as kind of computer games, parents' and teachers' level of interest in computer games, etc, as well as psychological variables to predict computer game addiction. Moreover, it is hoped that the results of this study will help provide the basic data and background on how to set up preventive measures and alternatives that could be implemented at the level of personal homes, schools and governmental authorities for the elementary school students who have already been addicted, or could be addicted, to computer games.