Abstract
This study aimed to identify the effects of Internet game on levels of aggression in children in the context of individual, familial, and social environments. The subjects were 2844 fourth graders participated in the Korean Youth Panel Survey between 2004 and 2008. Internet game use, the levels of aggression, self-esteem, self-control, stress, depression, attachment to parents, parental control, attachment to teachers, and attachment to peers were measured by 5-point Likert scales. The result showed that gender was the most effective factor influencing the initial level of, the rate of changes, an increase or decrease in the rate of changes in Internet game use and levels of aggression. Boys showed higher levels of Internet game use and aggression than girls. Children with higher self-esteem, self-control and lower stress and depression showed lower levels of Internet game use and aggression. The levels of Internet game use at fourth grade was positively correlated with later increase in the levels of aggression. Also, the faster increase in Internet game use caused faster increase in the levels of aggression later. Based on the results, preventive measures such as limiting the opportunities to access Internet games might be worth to decrease the aggressive behaviors among children.
Highlights
The Internet usage rate among Korean youth was nearly 99.9% in 2012; of this number, at least 98% of youth are reported to access the Internet for recreational activities, such as playing games and listening to music [1].How to cite this paper: Lee, J. and Choi, K.S. (2015) Longitudinal Structural Equation Modeling of Internet Game and Aggression in Children
The purpose of this study was to identify the changes in the level of Internet gaming in childhood and aggression, select the demographic, individual, familial, and environmental factors that were known to have an impact as influencing factors, establish a longitudinal structural equation model including these factors, and verify the relationships between factors
The changes in initial value, rate of change, and quadratic rate of change in aggression were all found to be statistically significant; this meant that the level of aggression in 4th graders differed significantly for each individual child, and there was a significant difference between children in their tendency for aggression to either increase or decrease over time
Summary
The Internet usage rate among Korean youth was nearly 99.9% in 2012; of this number, at least 98% of youth are reported to access the Internet for recreational activities, such as playing games and listening to music [1].How to cite this paper: Lee, J. and Choi, K.S. (2015) Longitudinal Structural Equation Modeling of Internet Game and Aggression in Children. The Internet usage rate among Korean youth was nearly 99.9% in 2012; of this number, at least 98% of youth are reported to access the Internet for recreational activities, such as playing games and listening to music [1]. How to cite this paper: Lee, J. and Choi, K.S. (2015) Longitudinal Structural Equation Modeling of Internet Game and Aggression in Children.
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