This study was designed to investigate the determinants of addictive usage of on-line game in order to provide effective intervention strategies.
For this purpose, a hypothetical model which investigates the effect of psychological, socio-environment...
This study was designed to investigate the determinants of addictive usage of on-line game in order to provide effective intervention strategies.
For this purpose, a hypothetical model which investigates the effect of psychological, socio-environmental, and fulfilling factor on addictive usage of on-line game was developed. Using the data collected from 606 middle school students, the hypothetical model was tested. For data analysis, multiple regression analysis was used.
As a result of analyzing data, adolescent's addictive usage of on-line game was found to be determined by the different factors: the addictive usage of on-line game was determined by 2 psychological factor (impulsivity, self-control), by 2 socio-environmental factor(class maladaptation, isolation from friends), and by 3 fulfilling factor(feeling of belongingness, feeling of achievement, interest).
When added 3 interaction terms to the hypothetical model, only one interaction effect was found to be significant: Interaction between isolation from friends and feeling of belongingness had significant effect on the addictive usage of on-line game.
Based on the findings, the intervention strategies to monitor adolescent's addictive usage of on-line game on the part of parents, to provide education program at school were suggested. Also at the community level, the importance of social activity and leisure program for the adolescent and group program for improvement social skills were suggested.