게임 기기 다양성이 중학생의 게임 과의존에 미치는 영향: 게임 사용시간과 성별의 조절된 매개효과를 중심으로
The Variety of Gaming Devices and Game Over- Dependence among Middle School Students: A Moderated Mediation Model of Time Spent and Gender
1
조회
0
다운로드
2
인용
0
참고문헌
키워드
초록
청소년은 게임 과의존의 취약군으로 분류되며, 특히 중학교 시기의 위험성이 높게 나타나고 있다. 본 연구의 목표는 중학생들이 사용하는 게임 기기의 다양성이 게임 과의존에 미치는 영향을 확인하고, 이러한 관계에서 게임 사용시간과 성별의 조절된 매개효과를 검증하는 것이었다. 이를 위하여 공익사업 과정에서 수집된 중학교 2학년 학생 9,336명(남학생 4,796명, 여학생 4,540명)의 자료로부터 게임을 하는 데 사용하는 기기 유형과 일평균 게임 사용시간, 게임 과의존 심각도를 측정한 자기보고식 질문지 응답을 추출하였다. PROCESS macro를 사용하여 분석한 결과, 게임 기기 다양성이 게임 사용시간을 통해 과의존을 예측하는 매개효과 및 성별을 포함한 조절된 매개효과가 모두 유의하였다. 구체적으로, 남녀 학생 모두 사용하는 게임 기기가 다양할수록 게임 사용시간이 많고 그 결과 높은 과의존 위험을 보이는 것으로 나타났으나, 이러한 간접효과는 남학생보다 여학생에게서 크게 나타났다. 이는 다양한 유형의 게임 기기를 사용하는 것이 게임에 대한 접근성 향상을 통해 사용시간의 증가를 유발함으로써 결국 과의존 위험을 높일 가능성을 시사하며, 이러한 관계에서 성별에 따른 차이를 고려할 필요성을 제기한다. 본 결과를 바탕으로 연구의 학술적, 실용적 의의와 한계점을 논하고 후속연구를 제언하였다.
Abstract
Adolescents, especially middle school students, are considered a vulnerable group who are at higher risk of game over-dependence. This study aimed to examine the effect of the variety of gaming devices on game over-dependence and to test the moderated mediating effect of gaming time and gender in this relationship. For this purpose, we used data from self-reported questionnaires that evaluate the type of devices used to play games, and measure the average daily time spent on games, and the severity of game over-dependence among 9,336 second-year middle school students(4,796 males, 4,540 females), who participated in public service. The results of analysis using PROCESS macro indicated that the mediation effect of time spent on games in the association between the variety of gaming devices and game over-dependence, and the moderation effect of gender on these association were both significant. Specifically, the indirect effect of gaming device variety was significant in both male and female students, but was stronger for female students. These findings suggest that using more types of gaming devices can be a risk factor for game over-dependence as it allows heightened accessibility to games subsequently leading to excessive playing time, particularly among the female students. Based on these findings, theoretical and practical implications, and the limitations of this study are discussed.
참고문헌 (80)
- 권선중, "게임 중독 청소년의 하위 유형 연구", 한국심리학회지: 건강, 21(1), pp.273~286 (2016), 한국건강심리학회[DOI]
- 권재환, "판별분석을 이용한 게임중독 청소년들의 심리적 사회환경적 특성 예", 한국심리학회지: 건강, 10(1), pp.95~112 (2005), 한국건강심리학회
- 김동일, "스마트 미디어 중독 개념 및 특성 분석 델파이 연구", 아시아교육연구, 14(4), pp.49~71 (2013), 교육연구소[DOI]
- 김세진, "청소년 고위험 게임사용의 발현과 이후 변화에 대한 근거이론적 접근: 위험요인과 보호요인을 중심으로", 한국심리학회지: 건강, 16(4), pp.759~781 (2011), 한국건강심리학회[DOI]
- 김유진, "다매체 시대의 게임 플랫폼 경쟁에 관한 연구: 이용자 만족 요인을 중심으로", 한국언론정보학보, 66(2), pp.159~183 (2014), 한국언론정보학회
- 서경현, "청소년기의 삶에 대한 태도와 인터넷 게임중독 및 건강 간의 관계", 한국심리학회지: 건강, 19(4), pp.1087~1101 (2014), 한국건강심리학회[DOI]
- 송용수, "ICD-11 의 게임이용 장애 (gaming disorder) 등재에 대한 논의: 심리사회적 함의를 중심으로", 한국심리학회지 : 중독, 4(1), pp.31~44 (2019)
- 신성만, "인터넷 중독 용어 사용 및 대체 용어 개발을 위한 델파이 연구", 한국심리학회지 : 중독, 2(2), pp.15~29 (2017)
- 2018년 청소년 매체이용 및 유해환경 실태조사, "여성가족부", 여성가족부, ~ (2018)
- "친구 사귈 수가 없어요… 코로나 외톨이 'M세대'" (2020)[URL]
- 온라인게임 셧다운제 도입에 따른 비용편익분석연구, "이해국", 여성가족부, ~ (2011)
- 장예빛, "청소년 게임이용의 주관적 규범과 게임 과몰입에 관한 연구", 한국게임학회 논문지, 16(4), pp.7~14 (2016), 한국게임학회
- 인터넷·게임·스마트폰 중독의 포괄적 진단평가 도구, "전홍진", 성균관대학교 삼성서울병원, ~ (2018)
- 정선호, "조절회귀분석을 이용한 매개된 조절효과 검정에 관한 종합적 고찰", 한국심리학회지:일반, 38(3), pp.323~346 (2019), 한국심리학회[DOI]
- 조민식, "인터넷과 청소년 일상문화의 변형 - 청소년 온라인 게임문화를 중심으로 -", 청소년문화포럼, (30), pp.83~124 (2012), (사)한국청소년문화연구소[DOI]
- 조현섭, "전문가들의 판단에 미치는 요인 연구: 게임이용장애 질병코드화를 중심으로", 한국심리학회지: 건강, 25(6), pp.1163~1180 (2020), 한국건강심리학회[DOI]
- 최명선, "가정의 사회적∙물리적, 심리적 환경 변인과 청소년 인터넷 게임중독성향간의 관계", 한국가족복지학, 12(2), pp.5~27 (2007), 한국아동가족복지학회
- 2019 인터넷이용실태조사, "한국정보화진흥원", 한국정보화진흥원, ~ (2020)
- 게임과몰입 연구에 대한 메타분석 연구, "한국콘텐츠진흥원", 한국콘텐츠진흥원, ~ (2019)
- 2019 게임 과몰입 종합 실태조사, "한국콘텐츠진흥원", 한국콘텐츠진흥원, ~ (2020)
- 2020 게임이용자 실태조사, "한국콘텐츠진흥원", 한국콘텐츠진흥원, ~ (2020)
- Achab, S., "Massively multiplayer online role-playing games : comparing characteristics of addict vsnon-addict online recruited gamers in a French adult population", BMC psychiatry, 11(1), pp.144~ (2011)
- American Psychiatric Association, "Diagnostic and statistical manual of mental disorders (DSM-5®)" (2013), American Psychiatric Pub
- "State of Mobile 2021" (2021)[URL]
- Baek, I. C., "Development and validation study of Game Overuse Screening Questionnaire", Psychiatry Research, pp.113165~ (2020)
- 박용천, "COVID-19, 한국에서의 심리적 영향: 예비 연구", Korean Journal of Clinical Psychology, 39(4), pp.355~367 (2020), 한국임상심리학회[DOI]
- Baron, R. M., "The moderator–mediator variable distinction in social psychological research : Conceptual, strategic, and statistical considerations", Journal of personality and social psychology, 51(6), pp.1173~ (1986)
- Bonnaire, C., "Internet gaming disorder in male and female young adults : The role of alexithymia, depression, anxiety and gaming type", Psychiatry Research, 272, pp.521~530 (2019)
- Brooks, F. M., "Video gaming in adolescence : factors associated with leisure time use", Journal of Youth Studies, 19(1), pp.36~54 (2016)
- Bubric, K., "Differential patterns of laptop use and associated musculoskeletal discomfort in male and female college students", Work, 55(3), pp.663~671 (2016)
- Caretti, V., "Psychopathological issues of technological addiction : new diagnostic criteria for addiction", Annual Review of Cybertherapy and Telemedicine, 7, pp.277~280 (2009)
- Cheng, C., "Internet addiction prevalence and quality of (real) life: A meta-analysis of 31 nations across seven world regions", Cyberpsychology, Behavior, and Social Networking, 17(12), pp.755~760 (2014)
- Cooper, A., "Sexuality and the Internet : Surfing into the new millennium", CyberPsychology & Behavior, 1(2), pp.187~193 (1998)
- de Alarcón, R., "Online porn addiction : What we know and what we don’t—A systematic review", Journal of clinical medicine, 8(1), pp.91~ (2019)
- Desai, R. A., "Video-gaming among high school students: health correlates, gender differences, and problematic gaming", Pediatrics, 126(6), pp.e1414~e1424 (2010)
- Dhir, A., "Predicting adolescent Internet addiction : The roles of demographics, technology accessibility, unwillingness to communicate and sought Internet gratifications", Computers in Human Behavior, 51, pp.24~33 (2015)
- Ferguson, C. J., "Lack of consensus among scholars on the issue of video game “addiction”", Psychology of Popular Media, 9(3), pp.359~ (2020)
- Festl, R., "Problematic computer game use among adolescents, younger and older adults", Addiction, 108(3), pp.592~599 (2013)
- Frölich, J., "Computer game misuse and addiction of adolescents in a clinically referred study sample", Computers in Human Behavior, 55, pp.9~15 (2016)
- Gentile, D., "Pathological video-game use among youth ages 8 to 18 : A national study", Psychological science, 20(5), pp.594~602 (2009)
- Gentile, D. A., "Pathological video game use among youths: a two-year longitudinal study", Pediatrics, 127(2), pp.e319~e329 (2011)
- Grant, J. E., "Impulse control disorders and “behavioural addictions” in the ICD-11", World Psychiatry, 13(2), pp.125~ (2014)
- Greenberg, B. S., "Orientations to video games among gender and age groups", Simulation & Gaming, 41(2), pp.238~259 (2010)
- Griffiths, M. D., "The role of context in online gaming excess and addiction : Some case study evidence", International Journal of Mental Health and Addiction, 8(1), pp.119~125 (2010)
- Hayes, A. F., "Introduction to mediation, moderation, and conditional process analysis: A regression-based approach" (2013), Guilford Press
- "The PROCESS macro for SPSS (Verson 4.0)" (2021)[URL]
- Hilbert, M., "The world’s technological capacity to store, communicate, and compute information", Science, 332(6025), pp.60~65 (2011)
- Homer, B. D., "Gender and player characteristics in video game play of preadolescents", Computers in Human Behavior, 28(5), pp.1782~1789 (2012)
- Hussain, Z., "Online gaming addiction : Classification, prediction and associated risk factors", Addiction Research & Theory, 20(5), pp.359~371 (2012)
- Kawabe, K., "Internet addiction : Prevalence and relation with mental states in adolescents", Psychiatry and Clinical Neurosciences, 70(9), pp.405~412 (2016)
- Kaye, L. K., "“Girls can't play”: The effects of stereotype threat on females' gaming performance", Computers in Human Behavior, 59, pp.202~209 (2016)
- Killgore, W. D., "Loneliness : A signature mental health concern in the era of COVID-19", Psychiatry Research, 290, pp.113117~ (2020)
- 김기숙, "의사결정나무분석기법을이용한청소년의인터넷게임중독영향요인예측모형구축", Journal of Korean Academy of Nursing, 40(3), pp.378~388 (2010), 한국간호과학회
- Kushner, M., "Urge to gamble in a simulated gambling environment", Journal of Gambling Studies, 24(2), pp.219~227 (2008)
- Kuss, D. J., "Internet gaming addiction : current perspectives", Psychology research and behavior management, 6, pp.125~ (2013)
- Lee, E., "Preferred leisure type, value orientations, and psychological well-being among East Asian youth", Leisure Sciences, 39(4), pp.355~375 (2017)
- Lumley, T., "The importance of the normality assumption in large public health data sets", Annual review of public health, 23(1), pp.151~169 (2002)
- Maroney, N., "A stress-coping model of problem online video game use", International Journal of Mental Health and Addiction, 17(4), pp.845~858 (2019)
- Mentzoni, R. A., "Problematic video game use: estimated prevalence and associations with mental and physical health", Cyberpsychology, behavior, and social networking, 14(10), pp.591~596 (2011)
- Neal, D. J., "Inference in regression models of heavily skewed alcohol use data : A comparison of ordinary least squares, generalized linear models, and bootstrap resampling", Psychology of Addictive Behaviors, 21(4), pp.441~ (2007)
- Niu, G. F., "Cue-induced craving for Internet among Internet addicts", Addictive Behaviors, 62, pp.1~5 (2016)
- Paik, S., "Gaming device usage patterns predict internet gaming disorder : Comparison across different gaming device usage patterns", International journal of environmental research and public health, 14(12), pp.1512~ (2017)
- Paschke, K., "Adolescent gaming and social media usage before and during the COVID-19 pandemic", Sucht, 67(1), pp.13~22 (2021)
- Rahayu, F. S., "Research Trend on the Use of IT in Digital Addiction: An Investigation Using a Systematic Literature Review", Future Internet, 12(10), pp.174~ (2020)
- Raja, H. H., "Gaming addiction : Study of gaming characteristics and personality traits among the health professional undergraduates", Annals of Indian Psychiatry, 4(2), pp.164~ (2020)
- Rehbein, F., "Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey", Cyberpsychology, Behavior, and Social Networking, 13(3), pp.269~277 (2010)
- Russell, C. J., "To log or not to log : Bootstrap as an alternative to the parametric estimation of moderation effects in the presence of skewed dependent variables", Organizational Research Methods, 3(2), pp.166~185 (2000)
- Scharkow, M., "Longitudinal patterns of problematic computer game use among adolescents and adults—A 2-year panel study", Addiction, 109(11), pp.1910~1917 (2014)
- Smith, L. J., "Parental influences on adolescent video game play: a study of accessibility, rules, limit setting, monitoring, and cybersafety", Cyberpsychology, Behavior, and Social Networking, 18(5), pp.273~279 (2015)
- Smith, L. J., "Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental regulation of media and bedtime", Sleep medicine, 30, pp.64~70 (2017)
- Starcke, K., "Cue-reactivity in behavioral addictions : A meta-analysis and methodological considerations", Journal of behavioral addictions, 7(2), pp.227~238 (2018)
- Thomas, A. C., "Gaming machine addiction : The role of avoidance, accessibility and social support", Psychology of Addictive Behaviors, 25(4), pp.738~ (2011)
- Twenge, J. M., "Trends in US Adolescents’ media use, 1976–2016: The rise of digital media, the decline of TV, and the (near) demise of print", Psychology of Popular Media Culture, 8(4), pp.329~ (2019)
- Van Reijmersdal, E. A., "Why girls go pink: Game character identification and game-players’ motivations", Computers in Human Behavior, 29(6), pp.2640~2649 (2013)
- Van Rooij, A. J., "Children’s motives to start, continue, and stop playing video games : Confronting popular theories with real-world observations", Current Addiction Reports, 4(3), pp.323~332 (2017)
- West, S. G., "Structural equation modeling: Concepts, issues, and applications", pp.56~75 (1995), Sage Publications, Inc
- "Inclusion of “gaming disorder” in ICD-11" (2018)[URL]
- "ICD-11 for Mortality and Morbidity Statistics" (2020)[URL]
- Yip, S. W., "Application of Research Domain Criteria to childhood and adolescent impulsive and addictive disorders: Implications for treatment", Clinical psychology review, 64, pp.41~56 (2018)
- Zondervan-Zwijnenburg, M. A. J., "Robust longitudinal multi-cohort results : The development of self-control during adolescence", Developmental Cognitive Neuroscience, 45, pp.100817~ (2020)
