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Hyunho Han 1 Article
Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
Hyunho Han, Hyunsuk Jeong, Sun-Jin Jo, Hye Jung Son, Hyeon Woo Yim
Epidemiol Health. 2020;42:e2020016.   Published online April 7, 2020
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AbstractAbstract AbstractSummary PDFSupplementary Material
This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents.
The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model.
The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres.
The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
Korean summary
본 연구에서는 전향적 코호트 연구인 iCURE의 기저시점에 등록된 2,319명 중, 연구목적상 필요한 중학생 1,532명의 자료를 활용하여 온라인 게임장르 이용경험과 인터넷게임장애 위험의 연관성을 살펴보았다. 이는 추후, 온라인 게임장애의 위험요인을 규명하는 연구에 기초자료를 제시하는데 목적을 두었다. 이에, 롤플레잉게임, 시뮬레이션게임, MOBA의 이용경험이 있는 자는 인터넷게임장애 고위험자가 될 가능성이 각각 1.52배, 1.59배, 1.51배 높은 것으로 나타났다. 따라서, 추후, 청소년들이 이용하는 온라인 게임장르와 인터넷게임장애의 관련성을 알아보기 위한 관찰연구에서, 위험요인이 되는 장르로 롤플레잉게임과 시뮬레이션게임, MOBA 장르에 주목할 필요성이 있다. 또한, 대상자들의 연령수준과 해당 시점에 유행적인 요소의 파악이 필요할 것이다.


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