A Comparison of Risk and Protective Factors for Excessive Internet Game Play between Koreans in Korea and Immigrant Koreans in the United States
10.3346/jkms.2019.34.e162
- Author:
Ji Sun HONG
1
;
Sun Mi KIM
;
Jae Woo JUNG
;
So Young KIM
;
Un Sun CHUNG
;
Doug Hyun HAN
Author Information
1. Department of Psychiatry, Chung Ang University Hospital, Seoul, Korea. hduk70@gmail.com
- Publication Type:Original Article
- Keywords:
Internet Gaming Disorder;
Immigrant Koreans;
Physical Activity;
Reading Books
- MeSH:
Adolescent;
Emigrants and Immigrants;
Humans;
Immunoglobulin D;
Internet;
Korea;
Logistic Models;
Motor Activity;
Music;
Protective Factors;
Psychology;
Risk Factors;
United States
- From:Journal of Korean Medical Science
2019;34(23):e162-
- CountryRepublic of Korea
- Language:English
-
Abstract:
BACKGROUND: Studying immigrants may have the potential to explore how cultural and environmental changes affect the internet game play patterns of individuals in the two countries. We planned to compare risk and preventive factors for Internet Gaming Disorder (IGD) between Korean adolescents in Korea and immigrant Koreans in the US. METHODS: Ninety-four Koreans and 133 immigrant Koreans were recruited. Independent factors consisted of five domains including demographic data, physical activity, academic, art, and music activities, psychological factors, and game and media play. The dependent variable in the current study was the high-risk group of IGD, which was assessed with Young’s Internet Addiction Scale scores. To determine the protective and risk factors for IGD, we performed a multiple logistic regression analysis using the high-risk group as the dependent variable. RESULTS: Five domains affected the risk for IGD in Korean and immigrant Korean groups. Vigorous physical activity was the strongest protective factor for IGD in the Korean group, while media activity was the strongest protective factor for IGD in immigrant Koreans in the US. CONCLUSION: The results indicate that internet gaming problems might be affected by environmental factors and it is recommended that gaming activity is substituted with physical activity, extracurricular classes, books, and music.