바로가기메뉴

본문 바로가기 주메뉴 바로가기

logo

메뉴

The Effect of Internet-game User's Self-regulation in Pathological Use of Online-game and its Flow Experience

Abstract

The purpose of this study was to understand how self-efficacy in internet-game and reality and use motivation affect internet-game use. In addition, we examined to self-regulation meditate in flow experience and pathological use of internet-game. To achieve this goal, we collected internet-game use questionnaires from 184 adults internet-game users. The results were as follows. First, pathological internet-game use and flow experience showed negative correlation with self-efficacy in reality, self-regulation, but showed positive correlation with internet-game use motivation and self-efficacy in internet-game. And pathological internet-game showed positive correlation with flow experience of internet-game. Second, multiple regression analysis showed that use motivation, average use time and self-efficacy in internet-game and reality are able to screen flow experience of internet-game. In pathological internet-game use, use motivation, average use time, self-efficacy in internet-game and reality and self-regulation were extracted. Finally, path analysis indicated relationship among self-efficacy in internet-game and reality, use motivation, self-regulation, flow experience and pathological use of internet-game. Therefore, pathological internet-game use would partly mediate by self-regulation. Implication and limitations of this study and suggestions for future studies were discussed.

keywords
Pathological online-game use, Flow experience in online-game, self-regulation, 인터넷 게임, 병리적 인터넷게임사용, 인터넷게임 몰입, 자기조절

Reference

1.

고한준 (2004). 인터넷 소비자의 행동과 가치관에 대한 연구: 인터넷에 대한 동기, 태도, 행동을 중심으로. 광고학연구, 15(5), 279-295.

2.

김교헌 (2002). 심리학적 관점에서 본 중독. 한국심리학회지: 건강, 7(2), 159-179.

3.

김교헌 (2006) 도박행동의 자기조절모형: 상식모형의 확장. 한국심리학회지: 건강, 11(2), 243-274.

4.

김교헌 (2007). 중독, 그 미궁을 헤쳐 나가기. 한국심리학회지: 건강, 12(4), 677-693.

5.

문화관광부 (2001). 게임몰입(게임중독)의 현황과 대처방안. 문화관광부

6.

박승민 (2005). 온라인게임 과다사용 청소년의 게임행동 조절과정 분석. 서울대학교 대학원 박사학위논문

7.

성윤숙 (2003). 청소년의 온라인게임 몰입과정에 대한 문화기술적 연구. 청소년상담연구, 11(1) 96-115.

8.

송원영 (1998). 자기효능감과 자기통제력이 인터넷의 중독적 사용에 미치는 영향. 연세대학교 대학원 석사학위논문.

9.

윤재희 (1998). 인터넷중독과 우울, 충동성, 감각 추구성향 및 대인관계의 연관성. 고려대학교 대학원 석사학위논문.

10.

이해양 (2004). 온라인게임에서의 자기효능감과 현실에서의 자기효능감이 온라인 게임 중독에 미치는 영향. 중앙대학교 대학원 석사학위논문.

11.

이형초 (2001). 인터넷게임중독의 진단척도 개발과 인지행동치료 효과. 고려대학교 대학원 박사학위논문.

12.

장향란 (2008). 플로우경험이 청소년의 게임중독에 미치는 영향과 폭력적 게임과 폭력허용도와 피해자 인식과의 관계. 경남대학교 석사학위 논문.

13.

정현성 (2006). 인터넷 게임중독의 선행요인과 그 영향에 대한 연구. 경남대학교 대학원 석사학위논문.

14.

최민정 (2000). 인터넷 중독적 사용과 우울감, 자기효능감 및 감각추구성향의 관계. 중앙대학교 대학원 석사 학위논문.

15.

한국정보화진흥원 (2010). 2010년 인터넷중독 실태조사 최종보고서. 한국정보화진흥원, 행정안전부.

16.

한국콘텐츠진흥원 (2010). 2010세계게임시장전망세미나 연구보고서: 국내모바일게임시장 결산 및 전망. 한국콘텐츠진흥원.

17.

홍경희 (2002). 중학생들의 인터넷 과다사용과 가정환경과의 연관성에 대한 연구. 부산대학교 대학원 석사학위논문.

18.

Alan, M. R. (1981). Television Uses and Gratifications: The Interactions of Viewing Patterns and Motivations. Journal of Broadcasting, 27(1), 37-51

19.

Bandura, A. A. (1977). Self-efficacy: Toward unifying theory of behavior change. Psychological Review, 84(2), 191-215.

20.

Brown, R. I. F. (1993). Some contribution of the study of gambling to the study of other addiction, In W. R. Eadington & J. Cornelius (Eds.), Gambling behavior and problem gambling. Nevada: University of Nevada Press.

21.

Chou, T. J., & Ting, C. C. (2003). The Role of Flow Experience in Cyber-Game Addiction. CyberPsychology and Behavior 6(6), 663-675.

22.

Curran, P. J., West, S. G., & Finch, J. F. (1996). The robustness of test statistics to nonnormality and specification error in confirmatory factor analysis. Psychological Methods, 1(1), 16-29.

23.

Davis, R. A. (2001). A cognitive-behavioral model of pathological Internet use. Computers in Human Behavior, 17, 187-195.

24.

Eastin, M., & LaRose, R. (2000). Internet self-efficacy and the psychology of the digital devide. Journal of Computer Mediated Communication, 6(1), available at: http:// jcmc.indiana.edu/vol6/issdi1/eastin.html

25.

Hoffman, D. L,. & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. Journal of Marketing 60, 50-68.

26.

Kendall, P. C., & Wilcox, L. E. (1979). Self-control in children: Developmental of a rating scale. Journal of Consulting and Clinical Psychology, 47(6), 1020-1029.

27.

Kraut, R., Lundmark V., Patterson, M., Kiesler, S., Mukopadhyay, D., & Scherlis, W. (1998). Internet paradox: A social technology that reduces social involvement and psychological well-being? American Psychologist, 53(9), 1017- 1031.

28.

MacKinnon, D. P., & Dwyer, J. H. (1993). Estimating mediated effects in prevention studies. Evaluation Review, 17, 144-158.

29.

McLeod, J .M., & Becker, L. B. (1981). The uses and gratifications approach. In D. Nimmo & K. Sanders (Eds.), Handbook of political communication. Beverly Hills, CA: Sage.

30.

Morahan-Martin, J., & Schumacher, P. (2000). Incidence and correlates of pathological Internet use among college students. Computers in Human Behavior, 16, 13-29.

31.

Mischel, W. (1973). Toward a cognitive, social learning reconception of personality. Psychological Review, 80, 252-283.

32.

Owen, S. V. (1986). Using self-efficacy in program evaluation. San Francisco, CA: Proceedings of the paper presented at the Annual Meeting of the American Educational Research Association.

33.

Provenzo, E. F. (1991). Video kids: making sense of Nintendo, Cambridge: Havard University Press.

34.

Russell, D. W., Kahn, J. H., Spoth, R., & Altmaier, E. M. (1998). Analyzing data from experimental studies: A latent variable structural equation modeling approach. Journal of Counseling Psychology, 45(1), 18-29.

35.

Schiffman, L. G., & Kanuk, L. L. (1983). Consumer Behavior(2nd ed). Englewood Cliffs, New Jersy: Prentice-Hall.

36.

Sherer, M., Maddux, J. E., Mercadante, B., Prentice-Dunn, S., Jacobs, B., & Rogers, R. W. (1982). The self-efficacy scale: construction and validation. Psychological Reports, 51, 663-671.

37.

Sun, J., & Hsu, Y. (2005). The effect oh interactive on web-based instruction learner's attitude, satisfaction, and performance. Proceeding of Fifth IEEE International Conference on Advanced on Advanced Learning Technology, 5, 296-797.

38.

Wan, C. S., & Chiou, W. B. (2006). Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents, CyberPsychology and Behavior, 9(3), 317-324.

39.

Yee, N. (2007). Motivations of Play in Online Games. Journal of CyberPsychology and Behavior, 9, 772-775.

40.

Young. K. S. (1996.) Internet Addiction: The Emergence of a New Clinical Disorder. University of Pittsburgh at Bradford Published in CyberPsychology and Behavior, 1(3), 237-244.

41.

Young, & Rogers, R. C. (1998). The relationship between depression and internet addiction. Cyberpsychology and behavior, 1(1), 25-28.

42.

Zeidner, M., Boekaerts M., & Pintrich, P. R. (2000). Self-regulation: Directions and challenges for future research. (Eds.), Handbook of self-regulation. San Diego, CA: Academic Press.

logo