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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
DOI: https://doi.org/10.4178/epih.e2020016
  • 59,870 View
  • 306 Download
  • 13 Web of Science
  • 14 Crossref
AbstractAbstract AbstractSummary PDFSupplementary Material
Abstract
OBJECTIVES
This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents.
METHODS
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.
RESULTS
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.
CONCLUSIONS
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.
Summary
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.

Citations

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  • Shifting Mindsets; A Critical Commentary on Child Protection and Welfare, Disability, and Online Risk Through Critical Literature Review
    Rose Doolan Maher, Susan Flynn, Julie Byrne
    Child Care in Practice.2024; 30(1): 38.     CrossRef
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    Enwu Huang, Yalong Xing, Xiaozhou Song
    Frontiers in Psychology.2024;[Epub]     CrossRef
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    Sureyya Sarvan, Pinar Bekar, Munevver Erkul, Emine Efe
    Cancer Nursing.2024;[Epub]     CrossRef
  • The tangled ways to classify games: A systematic review of how games are classified in psychological research
    Jolanta Starosta, Patrycja Kiszka, Paulina Daria Szyszka, Sylwia Starzec, Paweł Strojny, Patrick Charland
    PLOS ONE.2024; 19(6): e0299819.     CrossRef
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    Yulya Selezneva, Evgeny Pronenko, Victoria Pakhomova, J. Kokoreva, S. Khasanov, A. Maidyrova, S. Ignateva
    BIO Web of Conferences.2023; 65: 06002.     CrossRef
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    Paweł Strojny, Patrycja Kiszka, Jolanta Starosta, Paulina Daria Szyszka, Sylwia Starzec, Anna Winiarska, Agnieszka Strojny, Aleksandra Zajas
    Frontiers in Psychiatry.2023;[Epub]     CrossRef
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    Sangmin Jeong, Eui Jun Jeong, Jeong Ae Kim
    Social Integration Research.2023; 4(2): 49.     CrossRef
  • Correlates of internet gaming among violent and nonviolent gamers and comparison of their psychological well-being with nongamers in a university student population
    Maliha Ansari, Nisheet M. Patel, Ankur N. Mahida, Ajay G. Phatak, Anusha Prabhakaran, Jagdish R. Varma
    Indian Journal of Psychiatry.2022; 64(1): 98.     CrossRef
  • Escapism-Based Motivation Affected the Psychological Performances of High-Risk Internet Gaming Disorder Individuals
    Shuai Wang, Jialing Li, Siyu Wang, Can Mi, Wei Wang, Zhengjia Xu, Wenjing Xiong, Longxing Tang, Yanzhang Li
    Frontiers in Psychiatry.2022;[Epub]     CrossRef
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    Yuan-Xia Gao, Jiang-Yang Wang, Guang-Heng Dong
    Journal of Psychiatric Research.2022; 154: 35.     CrossRef
  • Prevalence of gaming disorder in East Asia: A comprehensive meta-analysis
    Zhenjiang Liao, Xinxin Chen, Qiuping Huang, Hongxian Shen
    Journal of Behavioral Addictions.2022; 11(3): 727.     CrossRef
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    PLOS ONE.2022; 17(12): e0278290.     CrossRef
  • Contribution of Game Genre and Structural Game Characteristics to the Risk of Problem Gaming and Gaming Disorder: a Systematic Review
    Florian Rehbein, Daniel L. King, Andreas Staudt, Tobias Hayer, Hans-Jürgen Rumpf
    Current Addiction Reports.2021; 8(2): 263.     CrossRef
  • The Impact of Online Game Addiction on Adolescent Mental Health: A Systematic Review and Meta-analysis
    Eni Purwaningsih, Ira Nurmala
    Open Access Macedonian Journal of Medical Sciences.2021; 9(F): 260.     CrossRef
What predicts the trust of online health information?
Jeong Hyun Kwon, Su-Yeon Kye, Eun Young Park, Kyung Hee Oh, Keeho Park
Epidemiol Health. 2015;37:e2015030.   Published online June 28, 2015
DOI: https://doi.org/10.4178/epih/e2015030
  • 17,907 View
  • 214 Download
  • 20 Web of Science
  • 19 Crossref
AbstractAbstract AbstractSummary PDF
Abstract
OBJECTIVES
Little attention has been paid to levels of trust in online sources of health information. The objective of this study was to investigate levels of trust in various sources of health information (interpersonal channels, traditional media, and Internet media), and to examine the predictors of trust in health information available on the Internet.
METHODS
A questionnaire was administered to 1,300 people (20 years of age or older), evaluating levels of trust in various sources of health information.
RESULTS
The highest level of trust was expressed regarding interpersonal channels, with hospital physicians regarded as the most trusted source of information age and income showed an association with trust in online information sources. Elderly people were not likely to trust Internet news sources, and high incomes were found to be strongly associated with trust in online sources of information overall.
CONCLUSIONS
Public health organizations must consider the predictors for trust in various sources of information in order to employ appropriate media when targeting vulnerable individuals or developing messaging strategies for health professionals.
Summary
Korean summary
본 연구는 인터넷 환경이 보편화 되고 대중이 접할 수 있는 다양한 매체가 생겨나면서 접하게 되는 건강정보의 양이 급격하게 증가함에 따라 대인, 전통미디어, 그리고 인터넷에서 제공하는 다양한 정보원의 건강정보 신뢰도를 비교하였다. 더불어 인터넷 건강정보의 다양한 속성을 가진 정보원 신뢰에 영향을 미치는 예측요인을 파악함으로써 궁극적으로 보건의료 공공기관들의 건강정보 신뢰를 제고하기 위한 노력과 다양한 인터넷 정보원의 질적 향상 도모에 기여하고자 하였다.

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A Study on the Relationship of Internet Addiction and Depression in College students.
Joon Ho Lee, Chung Bok Lee, Na Hyung Jun, Nu Li Jun, Won Jae Jung, Hoo Yoen Lee, Eun Cheol Park, Myung Il Hahm
Korean J Epidemiol. 2004;26(2):54-61.
  • 44,282 View
  • 33 Download
AbstractAbstract PDF
Abstract
OBJECTIVES
To investigate the relationship of internet addiction and depression, and evaluate other possible related factors.
METHODS
Data was based on the questionnaires from 300 college students in Seoul. Gender, age, major, family income, academic performance, people they live with, location, and main use of internet were included. We used Young`s Internet Addiction Test and Beck Depression Inventory(BDI) to measure the depression and addiction degree.
RESULTS
In logistic regression analysis, it was found that gender, depression degree and main use of internet were significant variables. There were 136 males, 144 females in this study, and the risk of being addicted to internet were 10.9 times(CI:2.67~44.68) higher in male than female. People with moderate depression (Beck`s Depression Inventory(BDI) Score>20) also had higher risk(11.4 times, CI:2.03~63.95) to be addicted in internet than normal group. Lastly, in case of internet use, people who use internet for games and chatting were 6.38(CI:1.38~29.63) and 4.84 times(CI:1.30~18.06) risky compare to the group with web surfing.
CONCLUSION
The result of this study suggests that there is noticeable relationship of internet addiction and depression. However we do not have evidence of exact relation between them, therefore more studies should be done.
Summary

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