2011
DOI: 10.1089/cyber.2009.0289
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Social Activities, Self-Efficacy, Game Attitudes, and Game Addiction

Abstract: This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activit… Show more

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Cited by 185 publications
(171 citation statements)
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“…The findings of the current study are in line with the findings of the study conducted by Chiu et al (2004). Furthermore, Jeong and Kim (2011) state that the amount and quality of social time spent with one's parents has effect on individuals' video game addiction. Regarding the literature, even though only a few number of studies on video game addiction and family relations have been conducted, there do exist studies which showing there to be a meaningful relation between internet addiction and family relations (Liu & Kuo, 2007;Mesch, 2003;Yen et al, 2007).…”
Section: Discussionsupporting
confidence: 89%
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“…The findings of the current study are in line with the findings of the study conducted by Chiu et al (2004). Furthermore, Jeong and Kim (2011) state that the amount and quality of social time spent with one's parents has effect on individuals' video game addiction. Regarding the literature, even though only a few number of studies on video game addiction and family relations have been conducted, there do exist studies which showing there to be a meaningful relation between internet addiction and family relations (Liu & Kuo, 2007;Mesch, 2003;Yen et al, 2007).…”
Section: Discussionsupporting
confidence: 89%
“…Colwell, Grady, and Rhaiti (1995) attribute the reasons of children's or teenagers' playing computer games to preferring computer games to friends, caring about virtual friendships, preferring actions, coping with the feeling of loneliness, and escaping from problems. In a study carried out by Jeong and Kim (2011), it is seen that there is a negative meaningful relation between game addiction and children's social self-efficiency and their participation in social activities with their parents. At the same time, they found a negative meaningful relation between parents' attitudes toward games and children's game addiction.…”
mentioning
confidence: 99%
“…The social self-efficacy in online game scale [35] was modified to serve as a measure of game self-efficacy through 12 items. This measure focused on each individual's sense of competence with games.…”
Section: Methodsmentioning
confidence: 99%
“…Furthermore, prior literature paid considerable attention to the personal characteristics of players, such as their age and gender [35]. In this sense, we expected that aggression of players would be at least related to age and gender in terms of gaming activity.…”
Section: Psychological Problem Factors: Loneliness and Depressionmentioning
confidence: 98%
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