Abstract
The online game industry is thriving continuously due to the development of ICT-related technologies and contents. However, there is a contradictory view on online games in our society. In the positive sense that the axis of industry development through online game is positive, there is the opposite axis to regard game as evil and to be reduced. It is very important to find a consensus on the proper use of online games in a situation where both positive and negative aspects of online game using coexist. In this study, we investigated how the mechanism of online game behavior changes according to online game types and results such as winning or losing depending on the real situation. The two-way ANOVA was applied to assess the relationship between online game types (light game vs. heavy game) and online game results (win vs. lose) on online game self-control and game addiction(aggressive behaviors).The results of the study are as follows. (1) In a relatively light game, the level of self-control was statistically significantly higher. (2) There was no linear relationship between self-control and game addiction according to game types. (3) When losing in online games rather than winning status, the self-control level increased. On the other hand, when winning in online games, the addiction tendency was stronger. (4) The self-control and addiction effects of online games were found to interact with game types and game results(win vs. lose). The results of this study can be useful guidelines for verifying the fact that self control and game addiction are differ from other addiction behavior mechanisms.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: The Journal of Internet Electronic Commerce Resarch
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.