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A comparison of ‘psychosocially problematic gaming’ among middle and high school students in China and South Korea
- A comparison of ‘psychosocially problematic gaming’ among middle and high school students in China and South Korea
- Cui J.; Lee C.; Bax T.
- Ewha Authors
- Trent M. Bax
- SCOPUS Author ID
- Trent M. Bax
- Issue Date
- Journal Title
- Computers in Human Behavior
- Computers in Human Behavior vol. 85, pp. 86 - 94
- Game genre; Parental attachment; Parental mediation; Psychosocially problematic gaming; Relationship satisfaction
- Elsevier Ltd
- SSCI; SCOPUS
- Document Type
- This is the first study to compare the prevalence and predictors of problematic online gaming among middle and high school students in China and South Korea. Specifically, this study seeks to cross-culturally compare the impact gaming time, game genre, leisure environment, parental attachment, parental mediation and relationships with significant others have on ’psychosocially problematic gaming’ (PPG). In total, 3,109 students residing in five major cities in China and South Korea were sampled. Overall, more than twice as many Chinese respondents (30.4% vs. 11.4%) were found to be psychosocially problematic gamers (PPGers). In both countries, more males than females are PPGers. Few differences were found regarding preferences for game genre. Students in both China and Korea liked MMORPG, Sports/Racing, and Shooting games. In both countries, game playing time and game use after midnight were found to be important predictors of psychosocially problematic gaming. With regard to game genres, MMORPG games for South Korean respondents and Action games for Chinese respondents increased the likelihood of psychosocially problematic gaming. However, the leisure environment had little effect. As expected, parental attachment and mediation affected psychosocially problematic gaming among Chinese students but, surprisingly, not among South Korean students. Nevertheless, prosocial bonds with parents, friends, and teachers did significant protect against psychosocially problematic gaming in both countries. Based on these findings various prevention measures are suggested. © 2018 Elsevier Ltd
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