바로가기메뉴

본문 바로가기 주메뉴 바로가기

The Korean Journal of Health Psychology

  • KOREAN
  • P-ISSN1229-070X
  • E-ISSN2713-9581
  • KCI

Development and Validation of the Korean Version of the Game Addiction/Engagement Scale (K-GAES)

The Korean Journal of Health Psychology / The Korean Journal of Health Psychology, (P)1229-070X; (E)2713-9581
2007, v.12 no.3, pp.517-527
https://doi.org/10.17315/kjhp.2007.12.3.003


Abstract

The purpose of this study was to develop and validate the Korean Version of the Game Addiction/Engagement Scale (K-GAES) for adults. The scale was based on the 29-item Asheron's Call-specific Addiction-Engagement Questionnaire (Charlton & Danforth, 2007). The K-GAES was administrated to 119 undergraduates and 31 people in game rooms. The internal consistency (Cronbach's α) was .89. Factor analysis explained 34.4% of variants extract 2 factors. Each factors labeled ‘addiction’, ‘engagement’. The criterion-related validity of the K-GAES was analyzed with the Korean Internet Addiction Scale and Internet Game Addiction Diagnostic Scale. These two scales showed a significant correlation with the K-GAES ‘addiction’ factor, but not with the ‘engagement’ factor. The ‘engagement’ factor might not be measured by these two scales. In conclusion, the K-GAES appears to be a highly reliable and valid measure of adult internet game addiction.

keywords
Internet game addiction, Engagement, Validation, 인터넷 게임중독, 관여, 타당도

Reference

1.

권정혜 (2005). 청소년의 인터넷 게임 중독: 시간에 따른 변화와 이에 영향을 미치는 변인들. 한국심리학회지: 임상, 24(2), 267-280.

2.

김은정, 이세용, 오승근 (2003). 한국판 청소년 인터넷 중독 척도의 타당화. 한국심리학회지: 임상, 22(1), 125-139.

3.

김은주, 김민규, 김주환 (2007). 학업효능감과 의사소통불안이 사회적재감과 삶의 만족도를 매개로 중학생들의 온라인게임 중독성향에 미치는 영향. 교육심리연구, 21(1), 209-231.

4.

세계일보 (2006, 10. 15.). 한국 초고속인터넷세계4위 OECD ‘광케이블전환’. http://www.segye.com.

5.

이형초, 안창일 (2002). 인터넷게임 중독의 진단척도 개발. 한국심리학회지: 건강, 7(2), 221-239.

6.

한국정보문화진흥원 (2005). 2005 인터넷 중독 실태조사.

7.

한국인터넷진흥원 (2004). 2004년 상반기 정보화실태조사. 한국인터넷진흥원 통계보고서 http://isis. nida.or.kr

8.

American Psychiatric Association (1994). Diagnostic and statistical manual of mental disorders (4th ed., Text revision). Washington, DC: American Psychiatric Association.

9.

Brown, R. I. F. (1993). Some contributions of the study of gambling to the study of other addictions. In W. R. Eadington & J.A. Cornelius (Eds.), Gambling behavior and problem gambling (pp. 241-272). Reno, NV: University of Nevada.

10.

Brown, I. (1997). A theoretical model of the behavioural addictions – applied to offending. In J. E. Hodge, M. McMurran, & C. R. Hollin (Eds.), Addicted to crime? (pp. 13–65). Chichester: John Wiley.

11.

Charlton, J. P., & Birkett, P. E. (1995). The development and validation of the Computer Apathy and Anxiety Scale. Journal of Educational Computing Research, 13(1), 41-59.

12.

Charlton, J. P., & Birkett, P. E. (1998). Psychological characteristics of students on programming- oriented and applications-oriented computing courses. Journal of Educational Computing Research, 18, 163-182.

13.

Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23(3), 1531-1548.

14.

Kaiser, H. F. (1974). An index of factorial simplicity. Psychometrika, 39, 31-36.

15.

Shotton, M. A. (1989). Computer addiction? A study of computer dependency. London: Taylor & Francis.

16.

Shotton, M. A. (1991). The costs and benefits of ‘computer addiction’. Behaviour & Information Technology, 10, 219-230.

17.

Winn, M. (2002). The plug-in drug: Television, computers and family life, 25th anniversary edition. New York: Penguin.

18.

Young, K. S. (1998). Caught in the net. New York: Wiley.

The Korean Journal of Health Psychology