Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents

OBJECTIVES This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 m...

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Main Authors: Hyunho Han, Hyunsuk Jeong, Sun-Jin Jo, Hye Jung Son, Hyeon Woo Yim
Format: Article
Language:English
Published: Korean Society of Epidemiology 2020-04-01
Series:Epidemiology and Health
Subjects:
Online Access:http://www.e-epih.org/upload/pdf/epih-42-e2020016.pdf
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author Hyunho Han
Hyunsuk Jeong
Sun-Jin Jo
Hye Jung Son
Hyeon Woo Yim
author_facet Hyunho Han
Hyunsuk Jeong
Sun-Jin Jo
Hye Jung Son
Hyeon Woo Yim
author_sort Hyunho Han
collection DOAJ
description OBJECTIVES This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.
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spelling doaj.art-9cf361fda9cf435bbd84a568f42b32502022-12-22T00:11:09ZengKorean Society of EpidemiologyEpidemiology and Health2092-71932020-04-014210.4178/epih.e20200161083Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescentsHyunho HanHyunsuk JeongSun-Jin JoHye Jung SonHyeon Woo YimOBJECTIVES This study examined the association between high risk of Internet gaming disorder (IGD) and online game genres used by adolescents. METHODS The data derived from the baseline data of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence. A total 1,532 middle school students who use online games included. The participants reported the names of the online games they used during the past year. Game genres were categorized into role playing games (RPGs), shooting, multiplayer online battle arena (MOBA), simulation, arcade, sports and action games. The risk of IGD was measured using the Internet Gaming Use-Elicited symptom Screen. The relationship between the experience of online game genre and high risk of IGD was analyzed using multiple logistic regression model. RESULTS The game time of a student was longer if he or she had an experience of RPGs, shooting games, MOBA games, simulation games, and action games. The direct and independent association between high risk of IGD in adolescents and the genres of RPGs, simulation games and MOBA were found to be odds ratios 1.52 (95% confidence interval [CI], 1.03 to 2.26); 1.59 (95% CI, 1.03 to 2.45); and 1.51 (95% CI, 1.03 to 2.21), respectively after adjusted the potential confounding variables and the use of other online game genres. CONCLUSIONS The present cross-sectional study has found an association between online game genres and the risk of IGD in adolescents attending a school. A cohort study should verify the causal association in future.http://www.e-epih.org/upload/pdf/epih-42-e2020016.pdfadolescentonline gameinternet gaming disordergame genre
spellingShingle Hyunho Han
Hyunsuk Jeong
Sun-Jin Jo
Hye Jung Son
Hyeon Woo Yim
Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
Epidemiology and Health
adolescent
online game
internet gaming disorder
game genre
title Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_full Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_fullStr Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_full_unstemmed Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_short Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents
title_sort relationship between the experience of online game genre and high risk of internet gaming disorder in korean adolescents
topic adolescent
online game
internet gaming disorder
game genre
url http://www.e-epih.org/upload/pdf/epih-42-e2020016.pdf
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