| Literature DB >> 27499227 |
Mi Jung Rho1,2, Jo-Eun Jeong3, Ji-Won Chun3, Hyun Cho3, Dong Jin Jung3, In Young Choi1,2, Dai-Jin Kim3.
Abstract
Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults.Entities:
Keywords: chi-square automatic interaction detector; decision tree analysis; pattern; predictors; problematic Internet game use
Mesh:
Year: 2016 PMID: 27499227 PMCID: PMC5264417 DOI: 10.1556/2006.5.2016.051
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Figure 1.The research process
Participants’ general characteristics
| Characteristics | Frequency | % |
| Residence | ||
| Seoul | 611 | 59.8 |
| Metropolitan area | 411 | 40.2 |
| Gender | ||
| Male | 612 | 59.9 |
| Female | 410 | 40.1 |
| Age (years) | ||
| 20–29 | 357 | 34.9 |
| 30–39 | 463 | 45.3 |
| 40–49 | 202 | 19.8 |
| Academic background | ||
| High school graduate or less | 75 | 7.3 |
| College graduate | 811 | 79.4 |
| Graduate school | 136 | 13.3 |
| Employment | ||
| Office worker | 402 | 39.3 |
| Administrative position | 78 | 7.6 |
| Service industry | 74 | 7.2 |
| Professional tech worker | 130 | 12.7 |
| Production employee | 26 | 2.5 |
| Student | 145 | 14.2 |
| Housewife | 85 | 8.3 |
| Unemployed and other | 82 | 8 |
| Marital status | ||
| Single | 518 | 50.7 |
| Couple | 504 | 49.3 |
| Income level | ||
| Poor | 449 | 43.9 |
| Fair | 423 | 41.4 |
| Good | 150 | 14.7 |
| Psychiatric history | ||
| No | 994 | 97.3 |
| Yes | 28 | 2.7 |
| Condition | ||
| Normal comparison group | 511 | 50 |
| Problematic Internet game user group | 511 | 50 |
| Total | 1,022 | 100 |
Note. Single: never married, divorced, separated, or widowed; Couple: married or living with a partner.
Participants’ gaming characteristics
| Normal comparison group ( | Problematic Internet game user group ( | Total | ||||
| Frequency | % | Frequency | % | Frequency | % | |
| Gaming place | ||||||
| Home | 399 | 78.1 | 388 | 75.9 | 787 | 77 |
| School | 1 | 0.2 | 4 | 0.8 | 5 | 0.5 |
| PC room | 50 | 9.8 | 88 | 17.2 | 138 | 13.5 |
| Game room | 2 | 0.4 | 1 | 0.2 | 3 | 0.3 |
| Outside (subway, bus, etc.) | 54 | 10.6 | 30 | 5.9 | 84 | 8.2 |
| Other | 5 | 1 | 0 | 0 | 5 | 0.5 |
| Type of gaming device | ||||||
| PC | 186 | 36.4 | 271 | 53 | 457 | 44.7 |
| Console | 9 | 1.8 | 12 | 2.3 | 21 | 2.1 |
| Mobile device (smartphone, tablet, etc.) | 316 | 61.8 | 228 | 44.6 | 544 | 53.2 |
| Gaming participants | ||||||
| Alone | 375 | 73.4 | 343 | 67.1 | 718 | 70.3 |
| With family | 25 | 4.9 | 21 | 4.1 | 46 | 4.5 |
| With friends in an offline space | 38 | 7.4 | 54 | 10.6 | 92 | 9 |
| With an online gaming partner | 73 | 14.3 | 93 | 18.2 | 166 | 16.2 |
| Self-perception of addictive Internet game use | ||||||
| Not at all | 33 | 6.5 | 22 | 4.3 | 55 | 5.4 |
| A little | 161 | 31.5 | 95 | 18.6 | 256 | 25 |
| Much | 277 | 54.2 | 302 | 59.1 | 579 | 56.7 |
| Very much | 40 | 7.8 | 92 | 18 | 132 | 12.9 |
| Community membership | ||||||
| No | 315 | 61.6 | 213 | 41.7 | 528 | 51.7 |
| Yes | 196 | 38.4 | 298 | 58.3 | 494 | 48.3 |
| Offline Internet gaming community meeting attendance | ||||||
| No | 374 | 73.2 | 220 | 43.1 | 594 | 58.1 |
| Yes | 137 | 26.8 | 291 | 56.9 | 428 | 41.9 |
| Internet gaming method | ||||||
| Play only one game | 292 | 57.1 | 319 | 62.4 | 611 | 59.8 |
| Choose different games on each occasion | 219 | 42.9 | 192 | 37.6 | 411 | 40.2 |
| Favorite gaming genres | ||||||
| FPS | 42 | 8.2 | 64 | 12.5 | 106 | 10.4 |
| MMORPG | 88 | 17.2 | 131 | 25.6 | 219 | 21.4 |
| RPG | 3 | 0.6 | 4 | 0.8 | 7 | 0.7 |
| RTS | 100 | 19.6 | 120 | 23.5 | 220 | 21.5 |
| TPS | 2 | 0.4 | 4 | 0.8 | 6 | 0.6 |
| Racing | 37 | 7.2 | 35 | 6.8 | 72 | 7 |
| Sports | 71 | 13.9 | 74 | 14.5 | 145 | 14.2 |
| Arcade | 10 | 2 | 8 | 1.6 | 18 | 1.8 |
| Action | 2 | 0.4 | 3 | 0.6 | 5 | 0.5 |
| Other | 156 | 30.5 | 68 | 13.3 | 224 | 21.9 |
| Beginning of the Internet gaming | ||||||
| Elementary school | 119 | 23.3 | 126 | 24.7 | 245 | 24 |
| Middle or high school | 142 | 27.8 | 153 | 29.9 | 295 | 28.9 |
| After graduating high school | 148 | 29 | 142 | 27.8 | 290 | 28.4 |
| 30–39 years | 77 | 15.1 | 74 | 14.5 | 151 | 14.8 |
| 40–40 years | 25 | 4.9 | 16 | 3.1 | 41 | 4 |
| Counseling and psychiatric treatment for Internet gaming | ||||||
| No | 508 | 99.4 | 478 | 93.5 | 986 | 96.5 |
| Yes | 3 | 0.6 | 33 | 6.5 | 36 | 3.5 |
| Total | 511 | 50 | 511 | 50 | 1,022 | |
Note. FPS: first-person shooter; MMORPG: massive multiplayer online role-playing game; RPG: role-playing game; RTS: real-time strategy; TPS: third-person shooter.
Gaming costs and time characteristics
| Normal comparison group ( | Problematic Internet game user group ( | |||||
| Characteristics | Mean | Mean | Significance | |||
| Average weekday gaming time | 1.95 | 2.051 | 2.92 | 2.733 | –6.382 | |
| Average weekend and holiday gaming time | 2.77 | 3.369 | 4.19 | 3.551 | –6.516 | |
| Maximum gaming time | 3.65 | 4.648 | 5.86 | 7.103 | –5.884 | |
| Gaming costs | –7.150 | |||||
Note. ***t0.001 = 3.291; time unit: hours; time and cost unit: per day; the exchange rate for Korean won to the U.S. dollar is 1,120.70 won (June 2015).
Misclassification table (prediction rate) according to the decision tree analysis
| Observation | Expected rate | Prediction rate (%) | ||
| Normal comparison group | Problematic Internet game user group | Total | ||
| Normal comparison group | 195 | 98 | 293 | 66.55 (specificity) |
| Problematic Internet game user group | 81 | 231 | 312 | 74.04 (sensitivity) |
| Total | 276 | 329 | 605 | 70.41 (accuracy) |
The five subtypes of problematic Internet game users
| Rule # | Pattern | Subtype | |||
| 1 | Gaming costs > | Cost-consuming gamer | |||
| ( | |||||
| 2 |
| Offline Internet gaming community meeting attendance = Yes | Average weekday gaming time ≤ 1 hr | – | |
| ( | ( | ( | |||
| 3 | Offline Internet gaming community meeting attendance = Yes | Average weekday gaming time > 1 hr | Socializing gamer | ||
| ( | ( | ( | |||
| 4 | Offline Internet gaming community meeting attendance = No | Self-perceptions of addictive Internet game use = Yes | Marital status = Single | Solitary gamer | |
| ( | ( | ( | ( | ||
| 5 | Gaming costs ≤ | Average weekday gaming time > 1 hr | – | ||
| ( | ( | ||||
| 6 | Gaming costs = 0 | Average weekend and holiday gaming time > 3 hr | – | ||
| ( | ( | ||||
Note. The exchange rate for Korean won to the U.S. dollar is 1,120.70 won (June 2015).
Figure 2.The decision tree