Abstract

This study examined the impact of community and neighborhood on time spent computer gaming. Computer gaming for over 20 hours a week was set as the cutoff line for "engaged use" of computer games. For the analysis, this study analyzed data for about 1,800 subjects who participated in the Korean Children and Youth Panel Survey. The main findings are as follows: first, structural community characteristics and neighborhood social capital affected the engaged use of computer games. Second, adolescents who reside in regions with a higher divorce rate or higher residential mobility were likely to exhibit engaged use of computer games. Third, adolescents who highly perceive neighborhood social capital exhibited lower possibility of engaged use of computer games. Based on these findings, practical implications and directions for further study are suggested.

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