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A Study on the Maladaptive Cognitions about Gaming in High-Risk Gamers of Elementary School Students

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dc.contributor.advisor노, 재성-
dc.contributor.author유, 승민-
dc.date.accessioned2021-11-10T05:52:10Z-
dc.date.available2021-11-10T05:52:10Z-
dc.date.issued2021-
dc.identifier.urihttp://repository.ajou.ac.kr/handle/201003/19802-
dc.description.abstractOBJECTIVE: The objective of this study is to explore the maladaptive cognitions about gaming in upper graders of elementary schools, apply them into the I-PACE model of gaming disorder, and identify the inventory of maladaptive cognitions predicting the high-risk gamers.
METHOD: 1,676 elementary school students aged 10-12 years at 7 elementary schools in urban areas participated in self-reported questionnaire. The high-risk gamers were sorted out with IGUESS, DSM-5-based screening test tool. Maladaptive cognitions about gaming were explored with King and Delfabbro’s Inventory of Maladaptive Cognitions about Gaming. This inventory is composed of 26 maladaptive cognitive items about gaming and the degree of agreement with each item was scored from 1 to 5 points.
RESULT: The high-risk gamers sorted out with IGUESS was 6.7% of responders, which was a similar level to the prevalence of domestic gaming disorder. High-risk gamers reported a higher score in each of maladaptive cognitive items than low-risk gamers. Moreover, IGEUSS score and maladaptive cognitive item score showed a significant positive correlation. The inventory of cognitions was classified into four factors through factor analysis and each factor was named as detachment, positive emotion (reward) expectancy, perfectionism, and obsession with gaming. As a result of regression analysis of factor scores, perfectionism factor was not appropriate for analysis and so the other three factors were used for hierarchical binomial regression analysis. The three factors accounted for 32.3% of high-risk gamers. As a result of binomial logistic regression analysis to identify the cognitive items predicting the high-risk gamers, it was found that four items including rule-setting in time, prioritisation, obsessional rumination, and negative expectancy appeared significant and all were classified as obsession with gaming factor. Therefore, it was proven that obsession with gaming factor predicted the high-risk gamers significantly.
CONCLUSION: It was described that as components for the I-PACE model accounting for gaming disorder, detachment and perfectionism factors correspond to predisposing variables, positive emotion factor corresponds to reward expectancy, and obsession with gaming factor corresponds to stimuli-responsiveness, craving, and habitual behavior. All maladaptive cognitions about gaming are prevalent in high-risk gamers and among which, obsession with gaming factor predicted the high-risk gamers significantly. Therefore, obsession with gaming factor was determined as characteristic cognition of high-risk gamers. This study is a cross-sectional research composed of large-scale participants and classified maladaptive cognitions about gaming, applied it to the disorder model, and provided maladaptive cognitive items predicting high-risk gamers for the first time.
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dc.description.abstract목적: 이 연구의 목적은 초등 고학년생의 게임사용에 대한 비적응적 인지내용을 탐색하여 I-PACE게임사용장애 질환모델에 적용하고, 게임사용장애 고위험군을 예측하는 비적응적 인지목록을 알아보고자 하였다.
방법: 도시지역 7개 초등학교의 10-12세의 초등학생 1676명이 자가설문에 참여하였다. DSM-5를 기반으로 개발된 선별검사도구인 청소년 인터넷게임 청소년 인터넷게임중독자가진단척도 (IGUESS)를 이용하여 게임사용장애 고위험군을 선별하였다. 게임사용에 대한 비적응적 인지내용은 King과 Delfabbro의 게임사용에 대한 비적응적 인지 목록 (Inventory of Maladaptive Cognitions about Gaming)을 사용하여 탐색하였다. 이 목록은 게임사용에 대한 26개의 비적응적 인지항목으로 구성되어 있으며 각 항목에 대해 동의하는 정도를 응답하도록 되어있다.
결과: IGUESS로 선별된 고위험군은 응답자의6.7%였으며 이는 국내 게임사용장애 유병율과 비슷한 수준이었다. 고위험군이 저위험군에 비해 비적응적 인지항목 각각에 대하여 높은 점수를 보고하였다. 또한 IGEUSS 점수와 비적응적 인지항목의 점수는 유의한 양의 상관관계를 보였다. 인지목록의 요인분석을 통해 4가지 요인으로 분류하였고 각 요인을 애착상실 (Detachment), 긍정정서(보상)기대 (Positive emotion (reward) expectancy), 완벽지향 (Perfectionism), 그리고 강박적 게임사용 (Obsession with gaming)으로 명명하였다. 요인점수로 회귀분석 결과 완벽지향 요인은 분석에 적절치 않아 다른 세 요인으로 계층형 이분형 회귀분석을 실시하였다. 세 요인은 고 위험군의 32.3%를 설명하였다. 고위험군을 예측하는 인지항목을 알아보기 위하여 회기분석을 시행한 결과 시간에 대한 규칙 (Rule-setting in time), 최우선화 (Prioritisation), 강박적 반추 (Obsessional rumination), 부정적 기대 (Negative expectancy)의 4개 항목이 유의하게 나타났으며, 모두 강박적 게임사용요인으로 분류되는 항목이었다. 따라서 강박적 게임사용 요인이 유의하게 고위험군을 예측하는 요인임을 증명하였다.
결론: 게임사용장애를 설명하는 I-PACE 모델의 구성요소에 애착상실과 완벽지향요인이 기저변인에 해당하고 긍정정서요인이 보상기대에 해당되며 자극반응성 및 갈망과 습관적 행동에 강박적 게임사용 요인이 해당된다고 설명하였다. 게임사용에 대한 모든 비적응적 인지가 고위험군에서 두드러지며 이 중 강박적 게임사용 요인은 고위험군을 유의하게 예측하였다. 따라서 강박적 게임사용 요인이 고위험군의 특징적인 인지로 판단하였다. 본 연구는 대규모 참여자로 이루어진 횡단연구로 게임사용에 대한 비적응적 인지를 분류하여 질환모델에 적용시키고, 고위험군을 예측하는 비적응적 인지항목을 처음으로 제시하였다.
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dc.description.tableofcontentsVI. Introduction 1
A. Diagnosis of gaming disorder 2
B. Theoretical model for gaming disorder 5
C. Maladaptive cognitions about gaming disorder 9
D. Hypotheses and purpose of this study 12
VII. Method 14
A. Participants 14
B. Questionnaire items 14
1. Internet Gaming Use-Elicited Symptom Screen, IGUESS (Appendix #9 Questionnaire) 14
2. Inventory of maladaptive cognitions about gaming (Appendix #10 Questionnaire) 15
C. Data analysis 16
VIII. Result 16
A. Participants 16
B. Internet and smartphone use characteristics 18
C. Evaluation of maladaptive cognitions 19
IX. Discussion 28
A. Analysis of maladaptive cognitions about gaming 28
B. Limitations 32
X. Conclusion 33
XI. References 35
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dc.language.isoen-
dc.titleA Study on the Maladaptive Cognitions about Gaming in High-Risk Gamers of Elementary School Students-
dc.title.alternative초등학생 고위험게임사용자군의 게임사용에 대한 비적응적인지의 연구-
dc.typeThesis-
dc.identifier.urlhttp://dcoll.ajou.ac.kr:9080/dcollection/jsp/common/DcLoOrgPer.jsp?sItemId=000000030883-
dc.subject.keywordgaming disorder-
dc.subject.keywordvideo game-
dc.subject.keywordcognition-
dc.subject.keywordcognitive-behavior therapy-
dc.subject.keywordadolescent-
dc.subject.keyword게임사용장애-
dc.subject.keyword비디오게임-
dc.subject.keyword인지-
dc.subject.keyword인지행동치료-
dc.subject.keyword청소년-
dc.description.degreeDoctor-
dc.contributor.department대학원 의학과-
dc.contributor.affiliatedAuthor유, 승민-
dc.date.awarded2021-
dc.type.localTheses-
dc.citation.date2021-
dc.embargo.liftdate9999-12-31-
dc.embargo.terms9999-12-31-
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