Abstract: This study makes an integrated investigation on how
life satisfaction is associated with the Korean game users'
psychological variables (self-esteem, game and life self- efficacy),
social variables (bonding and bridging social capital), and
demographic variables (age, gender). The data used for the empirical
analysis came from a representative sample survey conducted in South
Korea. Results show that self-esteem and game efficacy were an
important antecedent to the degree of users’ life satisfaction. Both
bonding social capital and bridging social capital enhance the level of
the users’ life satisfaction. The importance of perspectives as well as
their implications for the game users and further associated research is
explored.
Abstract: This study examined whether big five personality traits
affect game addiction with control of psychological, social, and
demographic factors. Specifically, using data from a survey of 789
game users in Korea, we conducted a regression analysis to see the
associations of psychological (loneliness/depression), social (activities
with family/friends), self-efficacy (game/general), gaming (daily
gaming time/perception), demographic (age/gender), and personality
traits (extraversion, neuroticism conscientiousness, agreeableness, &
openness) with the degree of game addiction. Results showed that
neuroticism increase game addiction with no effect of extraversion on
the addiction. General self-efficacy negatively affected game
addiction, whereas game self-efficacy increased the degree of game
addiction. Loneliness enhanced game addiction while depression
showed a negative effect on the addiction. Results and implications are
discussed.
Abstract: This study will examine how the therapeutic factors
(therapeutic catharsis-seeking and game-efficacy of the game player)
and self-construal factors (independent and interdependent
self-construal of the game player) as well as social capital factors
(bonding and bridging social capital of the game player) affect
aggression in the game. Results show that both therapeutic
catharsis-seeking and game self-efficacy are particularly important to
the players since they cause the game players’ aggressive tendencies to
be greatly diminished. Independent self-construal reduces the level of
the players’ aggression. Interestingly enough, the bonding social
capital enhances the level of the players’ aggression, while individuals
with bridging social capital did not show any significant effects. The
results and implications will be discussed herein.