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The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents

Received: 13 March 2021    Accepted: 29 March 2021    Published: 7 April 2021
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Abstract

The purpose of this study is to exam the moderating effect of self-efficacy that can change and predict adolescent behavior in relation to how internet game addiction influences aggression. For this purpose, an online survey of a sample of 811 middle and high school teenagers who used smartphones was performed from August 8 to 16, 2019. The analysis of the resulting data revealed the following. First, the group at high risk of internet game addiction displayed greater aggressiveness than other groups. Second, it was empirically verified that self-efficacy is a variable controlling the relationship between adolescents' internet game addiction and aggression. Based on these results, implementing social welfare and educational intervention measures were discussed to reduce the problematic behaviors of addictive use and aggressiveness surrounding internet gaming. This study’s limitation, as well as suggestions for further studies are as follows. Since no studies on clinical game addiction diagnosis were implemented, in-depth follow-up studies are required to verify the regulation effect of self-efficacy on internet game addiction and aggression in young people who have been diagnosed with game addiction. Further, variables related to parents and home life were not assessed. Thus, in relation to young people's game addiction and aggression, future studies of parent-child interaction and the regulation effect of family leisure activities are suggested.

Published in Social Sciences (Volume 10, Issue 2)
DOI 10.11648/j.ss.20211002.13
Page(s) 58-66
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Internet Game Addiction, Aggression, Self-Efficacy, Cognitive Behavior Model, Moderating Effect

References
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  • APA Style

    Kang Sun Kyung, Seungnam Shin, Jung In Lee. (2021). The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents. Social Sciences, 10(2), 58-66. https://doi.org/10.11648/j.ss.20211002.13

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    ACS Style

    Kang Sun Kyung; Seungnam Shin; Jung In Lee. The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents. Soc. Sci. 2021, 10(2), 58-66. doi: 10.11648/j.ss.20211002.13

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    AMA Style

    Kang Sun Kyung, Seungnam Shin, Jung In Lee. The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents. Soc Sci. 2021;10(2):58-66. doi: 10.11648/j.ss.20211002.13

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  • @article{10.11648/j.ss.20211002.13,
      author = {Kang Sun Kyung and Seungnam Shin and Jung In Lee},
      title = {The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents},
      journal = {Social Sciences},
      volume = {10},
      number = {2},
      pages = {58-66},
      doi = {10.11648/j.ss.20211002.13},
      url = {https://doi.org/10.11648/j.ss.20211002.13},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ss.20211002.13},
      abstract = {The purpose of this study is to exam the moderating effect of self-efficacy that can change and predict adolescent behavior in relation to how internet game addiction influences aggression. For this purpose, an online survey of a sample of 811 middle and high school teenagers who used smartphones was performed from August 8 to 16, 2019. The analysis of the resulting data revealed the following. First, the group at high risk of internet game addiction displayed greater aggressiveness than other groups. Second, it was empirically verified that self-efficacy is a variable controlling the relationship between adolescents' internet game addiction and aggression. Based on these results, implementing social welfare and educational intervention measures were discussed to reduce the problematic behaviors of addictive use and aggressiveness surrounding internet gaming. This study’s limitation, as well as suggestions for further studies are as follows. Since no studies on clinical game addiction diagnosis were implemented, in-depth follow-up studies are required to verify the regulation effect of self-efficacy on internet game addiction and aggression in young people who have been diagnosed with game addiction. Further, variables related to parents and home life were not assessed. Thus, in relation to young people's game addiction and aggression, future studies of parent-child interaction and the regulation effect of family leisure activities are suggested.},
     year = {2021}
    }
    

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    T1  - The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents
    AU  - Kang Sun Kyung
    AU  - Seungnam Shin
    AU  - Jung In Lee
    Y1  - 2021/04/07
    PY  - 2021
    N1  - https://doi.org/10.11648/j.ss.20211002.13
    DO  - 10.11648/j.ss.20211002.13
    T2  - Social Sciences
    JF  - Social Sciences
    JO  - Social Sciences
    SP  - 58
    EP  - 66
    PB  - Science Publishing Group
    SN  - 2326-988X
    UR  - https://doi.org/10.11648/j.ss.20211002.13
    AB  - The purpose of this study is to exam the moderating effect of self-efficacy that can change and predict adolescent behavior in relation to how internet game addiction influences aggression. For this purpose, an online survey of a sample of 811 middle and high school teenagers who used smartphones was performed from August 8 to 16, 2019. The analysis of the resulting data revealed the following. First, the group at high risk of internet game addiction displayed greater aggressiveness than other groups. Second, it was empirically verified that self-efficacy is a variable controlling the relationship between adolescents' internet game addiction and aggression. Based on these results, implementing social welfare and educational intervention measures were discussed to reduce the problematic behaviors of addictive use and aggressiveness surrounding internet gaming. This study’s limitation, as well as suggestions for further studies are as follows. Since no studies on clinical game addiction diagnosis were implemented, in-depth follow-up studies are required to verify the regulation effect of self-efficacy on internet game addiction and aggression in young people who have been diagnosed with game addiction. Further, variables related to parents and home life were not assessed. Thus, in relation to young people's game addiction and aggression, future studies of parent-child interaction and the regulation effect of family leisure activities are suggested.
    VL  - 10
    IS  - 2
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Author Information
  • Department of Social Welfare, Sogang University, Seoul, Korea

  • Law School, Ewha Womans University, Seoul, Korea

  • Department of Social Welfare, Sogang University, Seoul, Korea

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