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The Effectiveness of Game Coding Education on Problematic Internet Gaming

OBJECTIVE: Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents’ self-esteem, would be more effective than game literacy educ...

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Autores principales: Chung, Sungah, Kim, Sol I, Hwang, Hyunchan, Han, Doug Hyun
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Korean Neuropsychiatric Association 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10307916/
https://www.ncbi.nlm.nih.gov/pubmed/37357669
http://dx.doi.org/10.30773/pi.2022.0218
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author Chung, Sungah
Kim, Sol I
Hwang, Hyunchan
Han, Doug Hyun
author_facet Chung, Sungah
Kim, Sol I
Hwang, Hyunchan
Han, Doug Hyun
author_sort Chung, Sungah
collection PubMed
description OBJECTIVE: Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents’ self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming. METHODS: A total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the “Visiting Game Class” project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young’s Internet Addiction Scale as the “problematic internet gaming” group. RESULTS: Only game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay. CONCLUSION: Game coding education effectively mitigates problematic gaming by improving adolescents’ self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents’ psychological status.
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spelling pubmed-103079162023-06-30 The Effectiveness of Game Coding Education on Problematic Internet Gaming Chung, Sungah Kim, Sol I Hwang, Hyunchan Han, Doug Hyun Psychiatry Investig Original Article OBJECTIVE: Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents’ self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming. METHODS: A total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the “Visiting Game Class” project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young’s Internet Addiction Scale as the “problematic internet gaming” group. RESULTS: Only game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay. CONCLUSION: Game coding education effectively mitigates problematic gaming by improving adolescents’ self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents’ psychological status. Korean Neuropsychiatric Association 2023-06 2023-06-21 /pmc/articles/PMC10307916/ /pubmed/37357669 http://dx.doi.org/10.30773/pi.2022.0218 Text en Copyright © 2023 Korean Neuropsychiatric Association https://creativecommons.org/licenses/by-nc/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/4.0/ (https://creativecommons.org/licenses/by-nc/4.0/) ) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Original Article
Chung, Sungah
Kim, Sol I
Hwang, Hyunchan
Han, Doug Hyun
The Effectiveness of Game Coding Education on Problematic Internet Gaming
title The Effectiveness of Game Coding Education on Problematic Internet Gaming
title_full The Effectiveness of Game Coding Education on Problematic Internet Gaming
title_fullStr The Effectiveness of Game Coding Education on Problematic Internet Gaming
title_full_unstemmed The Effectiveness of Game Coding Education on Problematic Internet Gaming
title_short The Effectiveness of Game Coding Education on Problematic Internet Gaming
title_sort effectiveness of game coding education on problematic internet gaming
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10307916/
https://www.ncbi.nlm.nih.gov/pubmed/37357669
http://dx.doi.org/10.30773/pi.2022.0218
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