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Title :
The relationship between online game addiction and aggression, selfcontrol and narcissistic personality traits
Authors :
Name of
Publication : European Psychiatry
Year :
2007
Citation :
Eun Joo Kim, Se Joo Kim (2007), The relationship between online game
addiction and aggression, self-control and narcissistic personality traits
, European Psychiatry 23, 212-218.
A. ISSUES
1. Whether a real time online game have become addiction on the
Internet, and act as primary reason some teenagers become addicted.
2. Whether an aggression is one of the factors that change a person
characteristic when playing violent games.
3. Whether a narcissistic personality trait is important to understand an
online game addiction process, as people with this trait use it to access to
4.
B. PROCEDURE
1. Participants
a. The participants can be regarded as a representative sample of online
game users in Korea
b. The total number of participants was 1713.
c. Due to some overlapping response and some participants who failed to
filled out completely or appropriately were excluded from the analyses,
and the final number of participants was 1471 including 1216 males
(82.7%) and 255 females (17.3%).
2. Instrument
a. By using survey on Internet use .It has divided into five sections
involving questionnaires.
b. Investigate the general information about the responders such as age
sex occupations and the patterns of Internet or online game use by
c.
acceptable in the real world but which can be resolved in the virtual world
of online games
6. Narcissistic personality traits and relation to online game addiction scores.
It can reasonably predicted that people with a greater narcissistic
personality trait will collect valuable items and upgrade their skills to
advance their players in game. Because they value wealth and strength in
the game world as much as they do in the real world.
D. LIMITATION
1. No formalized criteria established for online game addiction yet.
2. This study has inherent biases present in its methodology by utilizing an
expedient group of self-selected online game players.
3. The objectivity of the responses might be compromise as a self-reported
questionnaire method being used rather than face-to-face in depth
interview.
4. The cross-sectional field study described did not address causality.
5. There is an issue of the validity and reliability of an online data as this is
an online response-based study.
E. CONCLUSION
1. Online games addiction has grown bigger each year.
2. Future research study needs to address the implications of the growing
number of online game addicts among the population, how the related
psychological traits change over time, especially with or without
interventions