The purpose of this paper is to examine the effects of computer/internet game play on depression and life satisfaction via perceived self-control among older adults in Korea. Data were collected from a survey of 237 community-dwelling older adults (age≧65) who reported internet users. A path analysis was used to examine the causal relationship among the main constructs. Results showed that the computer/internet game play had positive effects on perceived self-control. Perceived self-control was found to decrease depression and improve life satisfaction among older adults. Additional analysis indicated that the computer/internet game play in older adults did not directly affect mental health (depression and life satisfaction) but indirectly affected it via perceived self-control. Furthermore, perceived self-control had greater effects on depression than on life satisfaction. These findings have crucial implications in that perceived sense of self-control needs to be seriously considered when we develop mental health games for older adults.■ keyword :|Computer/Internet Game|Perceived Self-Control|Depression|Life Satisfaction|Elderly|
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