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게임 이용자의 사회적 자본과 자기 효능감이 게임 과몰입에 미치는 영향에 관한 연구

The Effects of Gamers’ Social Capital and Self-Efficacy on Gaming Addiction

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Research into gaming addiction has steadily increased over the last decade, althoughrelatively little research has examined the relationship between gaming addiction and socialcapital in addition self-efficacy. This study examined the relationship between a number ofunderlying factors(social capital, self-efficacy, depression, users perception toward gaming,daily gaming time, and demographic variables) and gaming addiction. Following previousresearch, we are divided in two factors for our main study: 1) Social capital -Bonding socialcapital vs. Bridging social capital 2) Self-efficacy- Game self-efficacy vs. Life self-efficacy inthe gaming addiction context. Data were collected over a 2 weeks period using an online sampleof 789 participants range from 16 to 59 years old, and consist of 395 males and 394 females. The results of a correlation and regression analysis did demonstrate our expectation. Bondingsocial capital negatively influences gaming addiction while bridging social capital positivelyinfluences gaming addiction. Furthermore, there was a significant and strong influence of gameand life self-efficacy on gaming addiction. The significance of these findings for understandingthe link between gaming addiction and underlying factors is discussed.

Abstract

Research into gaming addiction has steadily increased over the last decade, althoughrelatively little research has examined the relationship between gaming addiction and socialcapital in addition self-efficacy. This study examined the relationship between a number ofunderlying factors(social capital, self-efficacy, depression, users perception toward gaming,daily gaming time, and demographic variables) and gaming addiction. Following previousresearch, we are divided in two factors for our main study: 1) Social capital -Bonding socialcapital vs. Bridging social capital 2) Self-efficacy- Game self-efficacy vs. Life self-efficacy inthe gaming addiction context. Data were collected over a 2 weeks period using an online sampleof 789 participants range from 16 to 59 years old, and consist of 395 males and 394 females. The results of a correlation and regression analysis did demonstrate our expectation. Bondingsocial capital negatively influences gaming addiction while bridging social capital positivelyinfluences gaming addiction. Furthermore, there was a significant and strong influence of gameand life self-efficacy on gaming addiction. The significance of these findings for understandingthe link between gaming addiction and underlying factors is discussed.

참고문헌 (26)

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