Abstract
Objectives The purpose of this study was to confirm a relationship among game addiction, game flow, self-control, self-esteem, and a stress coping strategy targeting university students and to examine whether the group classification is possible depending on the combination of high and low scores in game addiction and game flow.
 Methods The study period was from July 1 to September 1, 2021, and 342 university students enrolled in universities the country were sampled. The use of SPSS WIN 21.0v led to implementing frequency analysis, reliability analysis, correlation analysis, clustering, One-Way-ANOVA, and Scheffé’s Post-Hoc test.
 Results The game addiction indicated a positive correlation with the game flow, the low self-control and the avoidance coping strategy. A negative correlation was expressed with the self-esteem and the problem-solving-oriented coping strategy. Game flow presented a positive correlation with the self-esteem and the problem-solving-oriented coping strategy and expressed a negative correlation with the avoidance coping strategy. Through the cluster analysis, totally 4 clusters were divided. A significant difference was seen in self-control, self-esteem, and a stress coping strategy between each clusters. Also, compared to other groups the group with high game addiction was shown a negative aspect in self-control, self-esteem, and a stress coping strategy. The group with high game flow was verified to be indicated a positive aspect in self-control, self-esteem, and a stress coping strategy.
 Conclusions The concept of game addiction and game immersion was confirmed for the college student group, and it is meaningful to lay the foundation for a counseling intervention considering the level of game addiction and game immersion in the game addiction counseling of college students.
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