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Factors Influencing Internet Game Addiction in Middle School Students


Affiliations
1 Department of Nursing, Kwangju Women’s University, 165 Sanjung-dong, Gwangsan-gu, Gwangju, Korea, Democratic People's Republic of
2 Department of Nursing, Sunchon National University, 255 Jungang-ro, Suncheon, Jeollanam-do, Korea, Democratic People's Republic of
     

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Background/Objectives: The purpose of this study is to analyze the factors affecting internet game addiction in middle school students.

Method/Statistical Analysis: The survey was conducted among 304 middle school students in G metropolitan city of Korea. The data were analyzed using frequency and percentage, mean and standard deviation, t-test, ANOVA, and hierarchical regression analysis.

Findings: The results for the degree of middle school students’ internet game addiction showed that 67.1% were average users, 23.4% were potential risk users, and 9.5% were high risk users. The variables affecting internet game addiction were found to be anxiety, ego-resilience and gender. These three variables explained 15.9% of the internet game addiction in middle school students.

Improvements/Applications: To prevent middle school students from being addicted to internet games, intervention strategies that focus on male students for reduction of anxiety and strengthening of ego-resilience are needed.


Keywords

Internet Gaming, Addiction, Anxiety, Ego-resilience, Middle School Students.
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  • Factors Influencing Internet Game Addiction in Middle School Students

Abstract Views: 398  |  PDF Views: 0

Authors

Eun Young Do
Department of Nursing, Kwangju Women’s University, 165 Sanjung-dong, Gwangsan-gu, Gwangju, Korea, Democratic People's Republic of
Yeon Ran Hong
Department of Nursing, Sunchon National University, 255 Jungang-ro, Suncheon, Jeollanam-do, Korea, Democratic People's Republic of

Abstract


Background/Objectives: The purpose of this study is to analyze the factors affecting internet game addiction in middle school students.

Method/Statistical Analysis: The survey was conducted among 304 middle school students in G metropolitan city of Korea. The data were analyzed using frequency and percentage, mean and standard deviation, t-test, ANOVA, and hierarchical regression analysis.

Findings: The results for the degree of middle school students’ internet game addiction showed that 67.1% were average users, 23.4% were potential risk users, and 9.5% were high risk users. The variables affecting internet game addiction were found to be anxiety, ego-resilience and gender. These three variables explained 15.9% of the internet game addiction in middle school students.

Improvements/Applications: To prevent middle school students from being addicted to internet games, intervention strategies that focus on male students for reduction of anxiety and strengthening of ego-resilience are needed.


Keywords


Internet Gaming, Addiction, Anxiety, Ego-resilience, Middle School Students.



DOI: https://doi.org/10.37506/v20%2Fi1%2F2020%2Fmlu%2F194628