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Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents

(1) Background: Various studies have been conducted on the effects of video (online, mobile, and console) games on users’ lives and psychological health. However, the effectiveness of a game can vary depending on user characteristics. This study explored the level of game use and its associated psyc...

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Autores principales: Kim, Bee, Kim, Nami
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10297023/
https://www.ncbi.nlm.nih.gov/pubmed/37371290
http://dx.doi.org/10.3390/children10061059
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author Kim, Bee
Kim, Nami
author_facet Kim, Bee
Kim, Nami
author_sort Kim, Bee
collection PubMed
description (1) Background: Various studies have been conducted on the effects of video (online, mobile, and console) games on users’ lives and psychological health. However, the effectiveness of a game can vary depending on user characteristics. This study explored the level of game use and its associated psychosocial factors among adolescents. (2) Methods: Survey data were compiled from 582 middle and high school students. Frequency analysis, the chi-square test, and analysis of variance were performed using SPSS Windows software, version 23.0. (3) Results: First, it was confirmed that there were no differences in the levels of self-esteem, morality, or life satisfaction between the adaptive game use and normal groups, but these were higher than those of the maladaptive game use group. However, at the level of self-control, the adaptive group scored lower than the normal group but higher than the maladaptive group. Second, the adaptive and normal groups exhibited comparatively lower levels of aggression, anxiety, depression, loneliness, academic stress, and social stress in school. Third, they also exhibit relatively high levels of social intelligence, social capital, and friendship support. (4) Conclusions: The adaptive and general game-use groups showed similar levels of psychosocial factors, whereas the maladaptive game-use group exhibited lower levels of positive psychological and social factors. Based on these results, developing an intervention program that reduces maladaptation and increases adaptive gaming use is necessary. Future follow-up studies are needed to confirm how positive and negative psychosocial factors affect adaptive and maladaptive game use as protective and risk factors, respectively.
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spelling pubmed-102970232023-06-28 Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents Kim, Bee Kim, Nami Children (Basel) Article (1) Background: Various studies have been conducted on the effects of video (online, mobile, and console) games on users’ lives and psychological health. However, the effectiveness of a game can vary depending on user characteristics. This study explored the level of game use and its associated psychosocial factors among adolescents. (2) Methods: Survey data were compiled from 582 middle and high school students. Frequency analysis, the chi-square test, and analysis of variance were performed using SPSS Windows software, version 23.0. (3) Results: First, it was confirmed that there were no differences in the levels of self-esteem, morality, or life satisfaction between the adaptive game use and normal groups, but these were higher than those of the maladaptive game use group. However, at the level of self-control, the adaptive group scored lower than the normal group but higher than the maladaptive group. Second, the adaptive and normal groups exhibited comparatively lower levels of aggression, anxiety, depression, loneliness, academic stress, and social stress in school. Third, they also exhibit relatively high levels of social intelligence, social capital, and friendship support. (4) Conclusions: The adaptive and general game-use groups showed similar levels of psychosocial factors, whereas the maladaptive game-use group exhibited lower levels of positive psychological and social factors. Based on these results, developing an intervention program that reduces maladaptation and increases adaptive gaming use is necessary. Future follow-up studies are needed to confirm how positive and negative psychosocial factors affect adaptive and maladaptive game use as protective and risk factors, respectively. MDPI 2023-06-14 /pmc/articles/PMC10297023/ /pubmed/37371290 http://dx.doi.org/10.3390/children10061059 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Kim, Bee
Kim, Nami
Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
title Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
title_full Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
title_fullStr Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
title_full_unstemmed Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
title_short Exploring the Psychosocial Factors between Adaptive and Maladaptive Use of Gaming among Korean Adolescents
title_sort exploring the psychosocial factors between adaptive and maladaptive use of gaming among korean adolescents
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10297023/
https://www.ncbi.nlm.nih.gov/pubmed/37371290
http://dx.doi.org/10.3390/children10061059
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