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정두영

Jung, Dooyoung
Healthcare Lab.
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Higher Immersive Tendency in Male University Students with Excessive Online Gaming

Author(s)
Jung, DooyoungKim, Eun YoungJeong, Seong HoonHahm, Bong-Jin
Issued Date
2015-09-24
DOI
10.1007/978-3-319-32270-4_16
URI
https://scholarworks.unist.ac.kr/handle/201301/35479
Fulltext
http://link.springer.com/chapter/10.1007%2F978-3-319-32270-4_16
Citation
5th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2015, pp.157 - 161
Abstract
Although problems with online game use are gaining concerns, high-risk traits associated with excessive online gaming are not yet understood. Immersive tendency was suggested as the personality trait to behave playfully and to become involved in continuous stimuli. Because immersive tendency can be assessed through everyday activities, it may be used to find a risk group for excessive online gaming. We investigated the difference in immersive tendency, problematic online gaming, and problematic Internet use between 21 male university students with excessive online gaming and 21 matched controls. Higher immersive tendency was observed in participants with excessive online gaming. The immersive tendency can reflect an individual’s susceptibility to excessive online gaming.
Publisher
5th International Conference on Pervasive Computing Paradigms for Mental Health, MindCare 2015
ISSN
1865-0929

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