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Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Chung, Sun Ju | - |
dc.contributor.author | Jang, Joon Hwan | - |
dc.contributor.author | Lee, Ji Yoon | - |
dc.contributor.author | Choi, Aruem | - |
dc.contributor.author | Kim, Bo Mi | - |
dc.contributor.author | Park, Min Kyung | - |
dc.contributor.author | Jung, Myung Hun | - |
dc.contributor.author | Choi, Jung-Seok | - |
dc.date.accessioned | 2023-10-11T01:51:10Z | - |
dc.date.available | 2023-10-11T01:51:10Z | - |
dc.date.created | 2020-12-04 | - |
dc.date.created | 2020-12-04 | - |
dc.date.issued | 2020-09 | - |
dc.identifier.citation | Journal of Clinical Medicine, Vol.9 No.9, pp.2720-14 | - |
dc.identifier.issn | 2077-0383 | - |
dc.identifier.uri | https://hdl.handle.net/10371/195697 | - |
dc.description.abstract | This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, n = 71); casual gamers, who played games regularly but did not meet the criteria for IGD (n = 37); and non-gamers/controls, who did not engage in gaming (n = 50). All participants completed self-administered questionnaires, including measures of self-efficacy and clinical features such as the Barratt Impulsiveness Scale, Beck Depression Inventory, Beck Anxiety Inventory, Behavioral Activation/Inhibition Systems, aggression, and psychosocial well-being. There were significant differences in the self-efficacy according to the extent of gaming (excessive gamers < casual gamers < non-gamers). In addition, aggression, impulsivity, depression, anxiety, level of stress, and behavioral inhibition system scores were significantly higher in excessive gamers than in casual gamers and non-gamers. These findings showed that individuals who spend more time playing games tend to have lower self-efficacy. Our study suggests that self-efficacy may protect against or constitute a risk of excessive gaming, particularly among casual gamers. It is necessary to pay attention to enhancing psychological well-being through self-efficacy to prevent addiction in young adult gamers. | - |
dc.language | 영어 | - |
dc.publisher | MDPI AG | - |
dc.title | Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults | - |
dc.type | Article | - |
dc.identifier.doi | 10.3390/jcm9092720 | - |
dc.citation.journaltitle | Journal of Clinical Medicine | - |
dc.identifier.wosid | 000581377500001 | - |
dc.identifier.scopusid | 2-s2.0-85097430034 | - |
dc.citation.endpage | 14 | - |
dc.citation.number | 9 | - |
dc.citation.startpage | 2720 | - |
dc.citation.volume | 9 | - |
dc.description.isOpenAccess | Y | - |
dc.contributor.affiliatedAuthor | Jang, Joon Hwan | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.subject.keywordPlus | INTERNET ADDICTION | - |
dc.subject.keywordPlus | COMPUTER GAME | - |
dc.subject.keywordPlus | COLLEGE-STUDENTS | - |
dc.subject.keywordPlus | ALCOHOL-USE | - |
dc.subject.keywordPlus | DEPRESSION | - |
dc.subject.keywordPlus | ANXIETY | - |
dc.subject.keywordPlus | PERSONALITY | - |
dc.subject.keywordPlus | RESILIENCE | - |
dc.subject.keywordPlus | ESTEEM | - |
dc.subject.keywordPlus | ASSOCIATION | - |
dc.subject.keywordAuthor | internet gaming disorder | - |
dc.subject.keywordAuthor | game addiction | - |
dc.subject.keywordAuthor | casual gamer | - |
dc.subject.keywordAuthor | self-efficacy | - |
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