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Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults

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dc.contributor.authorChung, Sun Ju-
dc.contributor.authorJang, Joon Hwan-
dc.contributor.authorLee, Ji Yoon-
dc.contributor.authorChoi, Aruem-
dc.contributor.authorKim, Bo Mi-
dc.contributor.authorPark, Min Kyung-
dc.contributor.authorJung, Myung Hun-
dc.contributor.authorChoi, Jung-Seok-
dc.date.accessioned2023-10-11T01:51:10Z-
dc.date.available2023-10-11T01:51:10Z-
dc.date.created2020-12-04-
dc.date.created2020-12-04-
dc.date.issued2020-09-
dc.identifier.citationJournal of Clinical Medicine, Vol.9 No.9, pp.2720-14-
dc.identifier.issn2077-0383-
dc.identifier.urihttps://hdl.handle.net/10371/195697-
dc.description.abstractThis 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.language영어-
dc.publisherMDPI AG-
dc.titleSelf-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults-
dc.typeArticle-
dc.identifier.doi10.3390/jcm9092720-
dc.citation.journaltitleJournal of Clinical Medicine-
dc.identifier.wosid000581377500001-
dc.identifier.scopusid2-s2.0-85097430034-
dc.citation.endpage14-
dc.citation.number9-
dc.citation.startpage2720-
dc.citation.volume9-
dc.description.isOpenAccessY-
dc.contributor.affiliatedAuthorJang, Joon Hwan-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.subject.keywordPlusINTERNET ADDICTION-
dc.subject.keywordPlusCOMPUTER GAME-
dc.subject.keywordPlusCOLLEGE-STUDENTS-
dc.subject.keywordPlusALCOHOL-USE-
dc.subject.keywordPlusDEPRESSION-
dc.subject.keywordPlusANXIETY-
dc.subject.keywordPlusPERSONALITY-
dc.subject.keywordPlusRESILIENCE-
dc.subject.keywordPlusESTEEM-
dc.subject.keywordPlusASSOCIATION-
dc.subject.keywordAuthorinternet gaming disorder-
dc.subject.keywordAuthorgame addiction-
dc.subject.keywordAuthorcasual gamer-
dc.subject.keywordAuthorself-efficacy-
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