Abstract

The purpose of this study is to explore the change trajectory of loneliness in adolescent game users by utilizing the "game player panel data" of the Korea Creative Content Agency. A latent growth model was used to explore changes in youth game players. The results of this study are as follows. Loneliness of adolescent game users changes nonlinearly. Loneliness among adolescent game players increases over time and then decreases as they enter adolescence. The study result suggests that loneliness in adolescence requires different interventions at different ages.

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