ISSN : 1229-067X
The present study investigated social representations of games in Korea. A total of 1,966 Korean adolescents and adults residing in Korea participated in Study1. Using a free association method, respondents' thoughts and beliefs regarding games were collected in an open-ended format. Content analyses revealed 34 categories reflecting the major content of social representations on games. The vast majority of the responses(over 40%) were classified into two categories, reflecting ‘positive affect’ and ‘addiction.’ Other major content areas include ‘aggression’, ‘leisure time’, ‘negative affect’, ‘on-line trade’, ‘wasting time’, ‘game ability’, ‘social relationship’, ‘monetary cost’, ‘positive expectations of games’ and ‘negative evaluation of games.’ These 12 categories encompassed over 80% of the responses provided by all participants. Comparisons between social representations of the adolescent group and the adult group revealed that such categories as ‘game ability’, ‘on-line trade’, ‘social relationship’ were relatively more prevalent in the adolescent group. In contrast, responses representing negative consequences of games (e.g., ‘addiction’, ‘wasting time’, ‘poor academic performance’, ‘personality problems’) were relatively more prevalent in the adult group. Interestingly, adolescents who were diagnosed as game addicts provided relatively rich sets of responses involving ‘game ability’, ‘on-line trade’ and ‘monetary cost’. In Study 2, a cluster analysis using similarity data regarding 70 game-related words revealed a 7-cluster solution, including negative consequences of game use, negative evaluations of games, negative functional properties of games, positive consequences of games, positive functional properties of games, negative affect, and positive affect. Implications of the findings and directions for future study are discussed.
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