Abstract

The purpose of this study is to analyze the relationship between college students' e-sports participation type, addiction tendency, and college life adaptation to establish a correct and safe college student e-sports culture perception, and to verify the relationship that it affects. The purpose of this is to increase college students' adaptation to college life, to derive the elements necessary for college students to grow into independent adults, and to provide basic data that helps them fulfill their roles as mature members of society. The subjects of this study were extracted through the self-administration method targeting university students from 4-year private universities in Gyeonggi-do. The results of the study were first, that the number of participation, time of participation, and duration of participation in college e-sports were more favorable for college life adaptation and sociality than many students. Second, it was found in this study that students with good college credits had a smoother adaptation to college life than students with low grades. Third, mobile was the most used and utilized place for college student e-sports. In addition, the house was used as a space to enjoy e-sports with friends, and other Internet PC rooms were used. In order for college students to smoothly adapt to college life, it is necessary to conduct proper education on games with interest at home and at school so that they can enjoy e-sports and live. At this time, a safe game culture can be created only by instructing people to control themselves not to be excessive.

Full Text
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