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CYBERPSYCHOLOGY & BEHAVIOR


Volume 7, Number 5, 2004
© Mary Ann Liebert, Inc.

Video Game Addiction in Children and


Teenagers in Taiwan

SHAO-I CHIU, Ed.D.,1 JIE-ZHI LEE, M.A.,2 and DER-HSIANG HUANG, Ph.D.3

ABSTRACT
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Video game addiction in children and teenagers in Taiwan is associated with levels of ani-
mosity, social skills, and academic achievement. This study suggests that video game addic-
tion can be statistically predicted on measures of hostility, and a group with high video game
addiction has more hostility than others. Both gender and video game addiction are nega-
tively associated with academic achievement. Family function, sensation seeking, gender,
and boredom have statistically positive relationships with levels of social skills. Current
models of video game addiction do not seem to fit the findings of this study.

INTRODUCTION line might be classified as “abnormal behavior.”


Clymo6 observed that 77% of teenagers aged 11–16

V IDEO GAMES (and electronic games) developed


with electronic technologies in this century
and were welcomed by the general public, children,
played video games, and most spent one half to
one hour per session. In Taiwan, there has been no
precise comparative information, but it has been
and teenagers. However, games used to be deemed reported that some students spend over 5 h web
a kind of leisure or recreation tool; now, they oc- browsing each day.25 If students are playing video
cupy a lot of time and influence the life habits of games on line, some researchers have not consid-
many people, particularly young people who fre- ered that these students may be game dependent.
quent video arcades. The effects that these games Fisher10 investigated game playing habits for stu-
bring to people, especially to teenagers and chil- dents aged 11–16 in the United States, and he con-
dren, is understudied in the research literature.1 cluded that 25% went to the electronic game shop
Griffiths13 pointed out that both parents and pro- at least one time per week, and 18% at least three
fessionals believe that addiction of children to video times per week. Phillip et al.22 pointed out that 75%
games would disturb their normal learning, and of students played games at home, 24% played
even the cognition, socialization, and mental devel- games every day, and over 60% spent time in antic-
opment of teenagers.23 Henry15 reported that com- ipation of playing.4 Previous studies (already men-
puter software and electronic games were popular, tioned) suggest that teenagers who are frequent
with a total of 215 million sold in the United State and heavy users may be unable to use self-control,
in 1999, averaging over two sets bought by each and proper supervision by adults may be needed to
family. This amazing data may suggest to the aver- increase self-awareness and control. More studies
age citizen the question of whether or not the game are needed on the amount of time that teenagers
industry (as well as the general public) should take and children spend on games, as well as adult in-
more social responsibility for the games. volvement in teaching appropriate self-control to
According to analytical reports on normal teen- young people.
ager use of video games in the United States, over Among the various video games, the educational,
140 h per month and an average of 3–4 h per day on leisure, and recreational types should be examined

R&D Division, Jen-Teh Junior College of Nursing, Medicine, and Management, Taiwan, Republic of China.
2Jen-Teh Junior College of Nursing, Medicine, and Management, Taiwan, Republic of China.
3National Changhua University of Education, Taiwan, Republic of China.

571
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572 CHIU ET AL.

for their utility in enhancing mental and physical ever, whether boredom is significantly related to
growth or adjustment. There are many violent types game addiction needs further investigation.
of games, however, which have become favorites of Buchman and Funk2 concluded that game play-
children, including “The King of Fighters” and ing by boys was popular in the 1980s. Boys were
“Street Fighters.” Funk11 studied 357 7th and 8th more easily addicted to games at home and stayed
grade students and found that 32% preferred imag- in electronic game shops longer than girls.2 Buch-
inative violent games, as compared to 29% for sport- man and Funk2 suggested that violence preference
type games, 20% for general recreational games, is not different by age, and games of imaginative
17% for object violence, and less than 2% for educa- violence and object violence occupied 50% of video
tional games. Also, 36% of boys spent 1–2 h per game playing time. They found that sport-type
week at home playing games, 29% 3–6 h, and 12% games were more popular for boys than girls, and
played none; and 42% of girls consumed 1–2 h per educational games were more popular among girls;
week, 15% 3–6 h, and 37% played none. All subjects however, educational types were gradually given
spent an average of over 6 h on games. Just from up by boys and girls at 4th to 8th grades. Violent
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casual observation, this seems to be a very high games held high interest for both girls and boys at
amount of leisure time for children and teenagers each grade.
to spend on video games. Irwin and Gross18 focused on a comparison of
Matsushita and Matsushita21 explored the nega- 2nd grade boys involved in violent and non-violent
tive influences on physical and mental functioning games. The former contained more aggressive lan-
of time spent on video games, and found that the guage and physical aggression, suggesting that
games did impact sight and weight loss on the these boys were more hostile than ordinary boys.
physical side, and confusion of reality and illusion Buchman and Funk2 suggested that players in-
and immature human relationships on the mental volved in violent games might heighten their per-
side. Children and teenagers’ video game addiction ception of dangers hidden all over the world,
has been found to create noticeable personality char- decrease their sympathetic feelings for victims of
acteristics, especially for variables of sensation seek- violence, and ease their control on aggressive or vio-
ing and boredom. lent behaviors, resulting in aggressive inclinations
Sensation seeking may be defined as the individ- after playing violent video games.
ual seeking excitement and changing experiences, Provided that favorite games are the same as the
new contexts and complexity, and desire for a kind most played ones, data have revealed that many
of internal motivation. The person with higher mo- teenagers are indeed addicted to violent simulation
tivation is inclined to like activities rich in excite- games, and that the potential negative impacts are
ment and adventure; to be interested in fresh, stimulated by the interaction of the playing process
strange, and changeable objects; to enjoy changing and electronic simulation. Funk11 pointed out that
lifestyles; to dislike being limited or controlled; to ordinary people considered violence as a behavior
be bored in a stable and tranquil life; and to wish that could be learned, and that the positive value of
for different experiences. Through video games, these games was worth being promoted if applications in
high motivation individuals try to acquire mental example making, rewarding, and practicing became
or sensational satisfaction by pursuing changes possible. Unfortunately, violent games have been
and new things.8 Zuckerman28 classified individu- seen by many young people as fun and reasonable,
als—according to the intensity of their seeking ex- and as having no negative impact on human nature.2
citement—into the high sensation seeker (HSS) and Some specialists, however, have predicted that
the low sensation seeker (LSS). violent situations in games stimulate teenagers’ ag-
Some contemporary researchers have found that gression more than static violent shows on TV.
many of those in the HSS group like to pursue sen- Based on this premise, more violence in games
sory rewards to acquire satisfaction, but contravene would produce more violent aggressive behaviors
traditional or general social values.19 Some studies in reality. From previous research, most kids play-
have found a close relationship between sensation ing games (even violent ones) do not conduct evi-
seeking and drug abuse, smoking, playing video dence and obvious behavior changes immediately.
games, sexual activities, high-adventure sports, For some players, selection of behaviors and atti-
and crimes.19 tudes might be impacted, and sympathy toward
Another variable for game addiction is boredom. victims of violence might be decreased in the long
According to Farrell,9 students experiencing bore- run, however.2
dom were not adapted to school life and were Conclusively, violent games might produce im-
inclined to school suspension or drug abuse. How- mediate aggressive behaviors, but more attention
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VIDEO GAME ADDICTION IN TAIWAN 573

needs to be placed on the imperceptible effects in Animosity


the long run, in order to prevent negative impacts Gender

on teenagers and children. At school age, teenagers Social skills


Family function
have less experience in life and less knowledge
than adults in identifying reality from a simulation, Game
Sensation seeking addiction
and these young people may be more easily drawn Academic
to the borderless web game world or even aberra- Boredom inclination achievement
tion than are adults.5
To resolve the problem, families and schools need FIG. 1. Research frame.
to teach appropriate game usage. In Taiwan, since
the economic development in the 1970s, parents
Research frame
have placed their highest priorities on success in
business, and the result for many families has been According to Figure 1, the study first identifies
alienation between parents and children. Children current conditions related to children and teenager’s
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of over-achieving parents spend most of their game playing, and explores differences in animos-
leisure time on lifeless games and compensate for ity by gender, family functions, sensation seeking,
their loneliness in reality with simulations created and boredom inclination. Secondly, the research dis-
in video games. cusses prediction based on social skills and academic
How much have video games affected children achievement by gender, family functions, sensation
and youth? Do indifferent games substitute for har- seeking, boredom inclination, animosity, and game
mony between parents and children, trustworthi- addition. Finally, the study tests the fitness of esti-
ness between teachers and students, and healthy mate modes by structure equation modeling (SEM).
social relationships? If not, what attitudes does so-
ciety need to apply to address the embarrassing
Sample
phenomenon of teenager game addiction? What
can be done for victims of video gaming to redirect The research analyzes impacts on teenagers and
their energies and talents, with the support of in- children by game addiction through the investiga-
formation technologies? These questions need fur- tion method and explores relevant factors to game
ther attention in society and education. addiction, with a population of children and teen-
agers in Taiwan. The formal sample includes 1,228
students in grades 5–8, sampling from 20 primary
Research objectives and junior high schools in Northern Taiwan.
This research had the following objectives:
Instruments
1. To investigate current conditions of children and
To achieve the above objectives, the research em-
teenager’s game playing
ployed a survey evaluation tool to collect data for
2. To explore differences in game addiction by gen-
statistical analyses, including (1) background inves-
der, family functions, sensation seeking, and bore-
tigation table, composed of gender and academic
dom inclination
achievement; (2) sensation seeking scale, including
3. To test differences in animosity by different lev-
three factors, such as being assertive, bold, and am-
els of addiction
bitious, to explain a total variations of 52.309% ( =
4. To discuss relationships among the factors of so-
0.75); (3) boredom inclination scale, which refers to
cial skills and academic achievement by gender,
the opinions of Farrell,9 who employed a scale to
family functions, sensation seeking, boredom in-
evaluate boredom levels in daily lives of children
clination, animosity, and game addiction
and teenagers, and includes three factors, social iso-
5. To test the path relationships among variables
lation, meaningless, and goal absence to explain a
by using structure equation modeling (SEM)
total variation of 56.703% ( = 0.77); (4) game ad-
diction scale, which mainly employs the theories of
Buchman and Funk,2 Clymo,6 and Howard17 to
MATERIALS AND METHODS evaluate levels of children and teenager’s game ad-
diction, and includes nine questions and the two
The following paragraphs describe our research factors of game addiction and game concern to ex-
frame, objects, tools, and steps based on research plain a total variation of 60.05% ( = 0.86); (5) game
objectives. activity investigation, where a table was used to il-
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574 CHIU ET AL.

lustrate current conditions of children and teenager’s RESULTS AND DISCUSSION


playing games with questions, including from which
age individuals started to play games, how many
General conditions for children and teenager’s
times per week games were played, averages of how
game playing
long play lasted, and frequency of going to a web
café for game playing per week, frequency of going Table 1 reveals that the average age the subjects
to electronic game shops per week, and titles and start to play games is 8.82, at the first-or-second
types of favored games; (6) animosity scale, orga- year in the primary school, suggesting the primi-
nized by Huang16 and VanderVoort,26 whose purpose tive age for game playing at the very low grades
was to evaluate the animosity levels of teenagers in Taiwan. The times and hours per week for
and children in daily life, with a total of nine ques- game playing are respectively, 3.25 and 2 h and 8
tions, including the two factors of hatred and doubt min, relatively lower than those abroad,4 may be
to explain a total variation of 47.93% ( = 0.72); (7) due to different education system characteristics
social skills scale, in which the Maston teenager’s and study pressure. However, if those who never
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social skill scale with 44 questions was employed to play are omitted, the time that the subjects played
evaluate teenager’s social skills, including the four games may be more. The frequencies of subjects
factors of proper skill, improper skill, egotism, and going to a web café and to electronic game shops
gregariousness, through factor analysis, to explain for playing games are, respectively, 0.54 and 0.45
a total variation of 40.6% ( = 0.81); and (8) family per week, similar between both. From the num-
background scale, where the research of Vander- ber of 3.25 times per week, the subjects do not so
Voort 26 was used with a scale of 17 questions for frequently go to a web café or to electronic game
evaluating family functions, such as the harmony stores for playing, perhaps because of economic
and interaction between parents and children, in- limitations or to prevalence of computers at home
cluding the three factors of harmonic interaction, which make parents restrict childrens’ outside play-
healthy relationship, and concerns, through factor ing, and the subjects stays at home for computer
analysis, with Cronbach’s  of 0.92 reliability. games.
From Table 2, favorite games are ranked as action
and adventure (55.5%), role playing (50.6%), car
Procedure
racing (42.3%), shooting (42.3%), and fighting
The researcher used SPSS for Windows 10.0 for (41.1%). Products of adventure and role playing
analyses—to produce factor and reliability analy- markets are most provided in number, with the
ses for question selection and to apply to a formal more selection, the higher level of titles chosen. Ti-
research scale. The researcher used the t test and tles of the favorite games are ranked as Age of Em-
one-way ANOVA to explore distinctions on game pires (5.54%), Rich (5.43%), Lineage (3.85%), Half
addiction by different pre-existing variables and Life (3.56%), and Stone Age (2.88%). As to game
those on animosity by different animosity levels, contents, Rich is a typical intellectual game, Age of
holding prediction on academic grades and social Empires and Half Life are focused on violence, and
skills of subjects by variables through discriminant Lineage and Stone Age focus on role playing with
analysis and stepwise multiple regression. Finally, some imaginative violence, fitting the findings of
the structure equation modeling analysis was com- Cesarone3 and Funk11 and supporting the preva-
pleted through Amos 4.0. lence and popularity of violent games.

TABLE 1. GENERAL CONDITIONS FOR CHILDREN AND TEENAGER’S GAME PLAYING

Activities for game playing N M

The primitive age to play 1097 8.82 years old


Times per week to play 1203 3.25 times
Hours per week to play 1206 2 h and 8 min
Frequency per week to web café to play 1189 0.54 times
Frequency per week to electronic game shops to play 1188 0.45 times
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VIDEO GAME ADDICTION IN TAIWAN 575

TABLE 2. TYPES AND TITLES OF FAVORITE GAMES

Activity Items Times Percentage

Favorite type 1. Action and adventure 681 55.5%


2. Role playing 621 50.6%
3. Car racing 519 42.3%
4. Shooting 519 42.3%
5. Fighting 509 41.4%
Favorite games 1. Age of Empire 63.8 5.54%
2. Rich 62.6 5.43%
3. Lineage 44.4 3.85%
4. Half Life 41.0 3.56%
5. Stone Age 33.2 2.88%
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Differences in game addiction by gender, family through Scheffe’ post hoc, the higher points, the
functions, sensation seeking, and boredom inclination more addiction. That is, game addiction of subjects
with lower points is relatively lower than those with
According to the second research objective, fair or higher points on family functions, suggesting
whether significant distinction on game addiction the importance of family to children’s leisure activi-
by variables exists will be explored. The study di- ties. According to theory of family functions, the bet-
vided subjects into three groups, according to points ter and clearer the regulation on children in their
on family function, sensation seeking, and boredom education, the higher adjustment and cohesion to ad-
inclination. These were based on average and stan- just and keep better interaction with others.24 The
dard deviations, and conclusions through ANOVAs better family functions, the more emphasis on chil-
are reported in the table below. dren’s education and leisure, with more parental
According to Table 3, the difference in game addic- planning and participation for life broadness and
tion by gender is significant (F(1, 1219) = 334.20, p leisure arrangement. The better socially-adjusted stu-
< 0.001), with males performing higher than females, dents may enjoy more exciting and colorful lives,
reinforcing the findings of previous research, per- and they may not be as easily addicted to a sing-
haps partially due to the domination feelings the leisure activity, such as game playing.
male may acquire in game playing.3 For title and Differences in sensation seeking (SS) may be sig-
type of games, the male is observed to be attracted by nificant (F(2, 1203) = 3.65, p < 0.05), and those with
violent contents and easily addicted to sound and higher points are inclined to stronger game addic-
light effects. Distinction on game addiction by family tion than those with lower points, according to
functions is also significant (F(2, 1201) = 15.76, p < 0.001) Scheffe’ post hoc analysis. From theoretical perspec-

TABLE 3. DIFFERENCES IN GAME ADDICTION BY GENDER

Variable Group N M SD F test Post hoc

Gender 1. Male 585 20.86 6.09 334.20*** 1>2


2. Female 592 14.94 5.18
Family function 1. Low 299 18.97 6.29 15.76*** 1>3
2. Middle 503 18.24 6.35 2>3
3. High 362 16.35 6.34
Sensation seeking 1. Low 325 17.57 6.30 3.65* 3>2
2. Middle 497 17.52 6.25
3. High 384 18.88 6.59
Boredom 1. Low 386 16.12 6.27 29.13*** 3>2
2. Middle 489 18.06 5.81 3>1
3. High 328 19.68 6.83 2>1

*p < 0.05; ***p < 0.001.


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576 CHIU ET AL.

tives, individuals with higher SS may have higher group will be higher than middle or lower point
AER average stimulation, and their SS may be raised ones, and correspondingly, for middle point and
by visual and hearing stimulation—that is, the more lower point groups. The subjects of stronger game
sound, light, and imaging effects, the more attrac- addiction inclinations have higher animosity, which
tive to the SS kind of person. Zucherman28 concluded supports results of Cesarone,4 Graig and Karen.12
that high SS subjects had a impulsive, initiative, Games may not be directly related to attack behav-
and challenging character, and higher motivation iors, but may provoke animosity of the player to oth-
and ambition, which corresponds to the appeal of ers around them. Buchman and Funk2 believed that
scenarios designed in games. Bushman and Funk 2 violent games might stimulate the individual to
considered violent games as having high stimula- imagine risk and danger hidden all over the world,
tion to allure the individual of high SS and to in- decrease controls on thinking, and provoke aggres-
duce game addiction. sive ideas. Cesarone3 also mentioned that most
Differences in game addiction (F(2, 1200) = 29.13, p games overemphasize competition, as compared to
< 0.001) by boredom inclination is significant. From cooperation, supporting the increased animosity of
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Scheffe’ post hoc, the group of individuals with the individual. For games on the market that contain
higher scores has stronger game addiction. The same much violence, however favored by most teenagers,
goes for the middle-scores group and the lower- there is a strong potential for dramatic negative im-
scores group—that is, those of higher boredom in- pact on children if the games are deemed a tool for
clination may have higher addiction to games. In a recreation or for emotional venting.
society strongly emphasizing studies such as in
Taiwan, leisure time or activities of teenagers are
Prediction of academic grades and social skills
arranged or controlled by adults, without self-
by variables
decision freedom, and this condition can increase
frustration, anger, and boredom. From theoretical In Table 5, the three variables of gender (F = 9.22,
points of views, not planning for time management p < 0.001), boredom inclination (F = 3.43, p < 0.01),
or participating in unchallenging activities to fulfill and game addiction (F = 10.42, p < 0.001) were ana-
mental demands, boredom may come at the same lyzed for discriminated effects on grades related to
time.27 Bored persons usually have lonely feelings academic achievement. Factors of gender and game
and are more alien to contact with people, poten- addiction had higher factor loadings and better
tially increasing interest in escape from reality. Teen- predictive potential. Also from Table 5, variables
agers and children who have no constructive plans produced four discriminate functions for each grade
for leisure become bored, which draws them to through discriminate analysis, and only the first
play games to kill time and to indulge in the simu- standard discriminate function is significant (2 =
lative and imaginative worlds of video games. 71.16, p < 0.001) through the chi square test. It is
obvious that the above variables can significantly
discriminate and predict grades of academic
Differences in animosity by different game
achievement through the first standard discrimi-
addiction groups
nate function.
From Table 4, differences in animosity by different In Table 6, centroid location in discriminate analy-
groups of game addiction were significant (F(2, 1203) = sis, on the horizontal axis (the first discriminate func-
87.10, p < 0.001). From Scheffe’ unplanned compari- tion) the fifth grade holds the most right place, and
son, different groups of game addiction on animosity the first grade on the most left. That is, discriminate
reached significant levels—that is, the higher point analysis can significantly identify the first and the

TABLE 4. DIFFERENCES IN ANIMOSITY BY DIFFERENT GAME ADDICTION GROUPS

Standard Unplanned
Variable Group Number Average deviation F test comparison

Animosity 1. Lower points 407 17.58 4.27 87.10*** 3>2


2. Middle points 484 19.97 4.14 3>1
3. Higher points 315 21.76 4.52 2>1

***p < 0.001.


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VIDEO GAME ADDICTION IN TAIWAN 577

TABLE 5. PREDICTION OF ACADEMIC GRADES AND SOCIAL SKILLS BY VARIABLES

Standard discriminant function coefficient


Variable Walk’s
Step order  value F value First Second Third Fourth

1. Gender 0.95 9.22*** 0.55 0.64 0.15 0.63


2. Family 0.99 2.34n.s. 0.22 0.30 0.32 0.71
function
3. Boredom 0.98 3.43** 0.27 0.50 0.64 0.05
4. Stimulation 1.00 0.45n.s. 0.04 0.47 0.43 0.41
5. Animosity 0.99 1.72n.s. 0.17 0.05 0.46 0.05
6. Game 0.95 100.42*** 0.55 0.96 0.25 0.24
addiction
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Accumulated Canonical
Function Eigenvalue Deviation deviation correlation  2

1. 0.08 84.60% 84.6% 0.28 0.91 71.16***


2. 0.01 9.70% 94.3% 0.10 0.99 11.32
3. 0.00 4.60% 98.9% 0.07 1.00 4.19
4. 0.00 1.10% 100.00% 0.03 1.00 0.80

**p < 0.01; ***p < 0.001.

fifth groups, and the other three stay within both. From Table 8, for the prediction on social skills,
From Table 7, the accuracy of grouping is 41.8%, variables of family function, sensation seeking, gen-
higher than a random rate of 20%, of better effects. der, and boredom inclination were significant. From
Overall speaking, the research found gender and  value, family function, sensation seeking, and gen-
game addiction to have effects on discrimination der hold a positive prediction, and boredom incli-
and prediction for academic achievement grades, nation has a negative prediction. The results are
matching the prediction on game addiction con- congruent with previous research, and importance
cerned by the study. Scantlin23 pointed out that chil- of family function, sensation seeking, or gender are
dren addicted to electronic games may waste much confirmed in relation to social skills. Boredom means
time and disturb normal learning, and this may lacks of life stimulation and human communica-
even impact cognitive ability during growth. From tion to produce emptiness, reinforcing the theoreti-
the zero-sum model of Marsh,20 game playing may cal idea of the relationship between boredom and
occupy part of the time to prepare lessons—that is, social skills. It may be worthwhile to note that game
spending more time on games will interfere with addiction was not significant for prediction of social
sufficient lesson preparation. Thus, game addiction skills; however, animosity was predictive, suggest-
physically impacts on school learning. ing that game playing may replace development of

TABLE 6. DISCRIMINATE CENTROID LOCATION FOR GRADES OF ACADEMIC ACHIEVEMENT BY VARIABLES

Grade First function Second function Third function Fourth function

1st 0.71 0.18 0.18 0.16


2nd 0.53 0.00 0.18 0.82
3rd 0.32 0.15 0.60 0.08
4th 0.00 0.98 0.42 0.08
5th 0.32 0.52 0.42 0.07
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578 CHIU ET AL.

TABLE 7. PREDICTION ACCURACY FOR GRADE OF ACADEMIC ACHIEVEMENT BY VARIABLES

Prediction group
Grade of academic
achievement N 1 2 3 4 5

1st 18 0 0 0 17 1
(0.0%) (0.0%) (0.0%) (94.4%) (5.6%)
2nd 42 0 0 1 34 7
(0.0%) (0.0%) (2.4%) (81.0%) (16.7%)
3rd 142 0 0 3 115 24
(0.0%) (0.0%) (2.1%) (81.0%) (16.9%)
4th 308 0 0 5 218 85
(0.0%) (0.0%) (1.6%) (70.8%) (27.7%)
5th 253 0 0 0 155 98
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(0.0%) (0.0%) (0.0%) (61.3%) (38.7%)

Group accuracy = 41.8%.

immediate social relationships.2 Added with effects therefore, the estimate model may conduct outcomes
of other variables, destruction to social skills may divergent from really collected data. Referring to
occur with animosity. CMINDF value with complementary notes and other
suitability indexes to assess the overall fitness for
the theoretical model will be grounded.14
Structure equation modeling analysis
The CMIN/DF in the research is 10.897, higher
The section reports whether the linear structure than 5, showing probable errors on the estimate
model designed in the study can work. In the study, model. The research does not hold RMR, that is the
AMOS was applied to hold the fitness analysis for the root of mean square residual, as an evaluation model
research frame, the linear structure model to estimate instead of a theoretical model. The NFI in the re-
factor loadings and structure relationship between search is 0.984, and RFI, IFI, TLI, and CFI are 0.976,
variables, and finally the Maximum Probability Esti- 0.985, 0.978, and 0.985 respectively, much higher
mate to evaluate the fitness of the model. than the standard of 0.90 and pretty close to 1. The
For the basic fitness, the research reveals that the estimate model shall be supported. The RATIO of
Chi Square value for fitness of the theoretical model the research is 0.686, showing the model as parsi-
and observed data is 0.001, higher than the signifi- monious. The RMSEA is the resemble matrix square
cant level (CMIN = 784.553, N = 1228, p < 0.001). error average, the value of 0.090 in the research,
For test of model fitness, which the chi square value larger than 0.05, proving parameters in the estimate
inclines to reject the theoretical model with increase model as widely deviated. The ECVI is the expected
of sample numbers has been proved.7,14 Hair et al.14 cross-validation index, 0.726 for the estimate model.
found that when samples are over 400 people, al- Overall speaking, the estimate model of the re-
most all theoretical models would be rejected. The search (Fig. 2) has no negative error variance, achiev-
samples of this study included 1,228 people, con- ing the significant level, and the correlation between
siderably over the previously-mentioned standard; observed and potential variables is not too high,

TABLE 8. PREDICTION OF SOCIAL SKILLS BY VARIABLES


Dependent Prediction
variable variable R value R2 value R2 increment  value T value

Social skill Family function 0.41 0.17 0.17 0.34*** 12.92***


Sensation seeking 0.47 0.22 0.05 0.23*** 9.73***
Gender 0.49 0.24 0.02 0.12*** 4.24***
Boredom inclination 0.49 0.24 0.00 0.08** 2.13**

**p < 0.01; ***p < 0.001.


13799C09.PGS 10/20/04 1:06 PM Page 579

VIDEO GAME ADDICTION IN TAIWAN 579

.62 .29 quencies for web café and electronic game stores
as 0.54 times and 0.45 times, respectively. The
hatred doubt most popular games belong to the action and
.79 .99
adventure type, and Age of Empires is the most
-.07 welcomed.
.01 2. Differences in game additions by gender, family
.70
animosity
proper skill
functions, sensation seeking, and boredom incli-
goalless .84 .00 .09 .76
nation are significant. Accordingly, female, lower
.53
-9.27
-.87 improper skill function, higher sensation seeking, and higher
.73
meaningless boredom Social skill .72 boredom inclination holds significant game ad-
-.85
.30 .55 egotism
diction.
1.00
Social
.64
-.47
.22
3. Differences in animosity by different game ad-
isolation
8.52 ingregarious diction perform significantly—the higher addic-
tion, the more animosity.
Game
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.77
addiction 4. Both gender and game addiction have predictive
power on grades of academic achievement.
.46 .09 -.87 5. Family function, sensation seeking, gender, and
high
.68 .49
.75 boredom inclination have more significant pre-
.38
Academic .19
.03 dictive power on social skills.
.62 Sensation grade
boldness
seeking
achievement 6. The fitness of the estimate model built in the re-
.43 .65 search is not good enough.
ambition .24

Game indulgence The research discloses the prevalence of game


playing of children and teenagers, and the popular-
ity of violent type games for children and teenagers
FIG. 2. Standard path coefficient for estimate model. is explored. With ANOVA and regression analyses,
the direct effects on individual animosity and aca-
demic achievement and the indirect effects on so-
proving the model does not disobey the basic stan- cial skills by game playing are proved. Although the
dard fitness. For the overall model fitness, the de- estimate model in the research is not good enough,
signed model holds 72 as the degree of freedom the cross impact of relevant variables and the path
and 784.553 as CMIN, achieving the significant level, model of important factors are conducted. Based
but 10.897 as CMIN/DF seems higher. The NFI, on the outcomes, we recommend the following for
RFI, IFI, TLI, and CFI can fit the evaluation stan- the government, parents, and school personnel.
dards, and PRATIO is basically fair, but the RMSEA
is obviously high, and the estimated parameters • For parents. Video games have broad and deep
are physically divergent, which reveals the overall influences on teenagers. Therefore, parents should
fitness of the estimate model to appear insufficient. provide instruction and monitoring for game
For model internal fitness, the estimate factor load- playing to relieve effects due to overindulgence
ings are proved over the significant levels, with in game playing. Research has found that the
most estimate rights higher than 0.05. The SMC of home is the major place where children and teen-
observed variables falls within 0.01 and 0.70, with agers play games, and children or teenagers feel
many higher than 0.50, and average sampling vari- bored and dull under family malfunction or with
ance percentage seems lower, and the internal struc- tedious leisure, inducing the growing addiction
ture fitness proved insufficient. to game playing. Parents should monitor child
game playing, pay more attention to consump-
tion of games by children, and seek variety in
CONCLUSION learning and sport activities for children. Parents
need to help children be consumers to judge the
We conclude the following: merit of video games, plan for multiple leisure
activities, and mediate the allures of violent
1. For game activities, the earliest age for game games. Parents need to protect children from the
playing averages 8.82 years old with 3.25 times potential dangers by teaching about violence, and
and 2 h and 8 min per week for playing, and fre- helping children find meaning and distinctions
13799C09.PGS 10/20/04 1:06 PM Page 580

580 CHIU ET AL.

between reality and simulation. Accordingly, the and even visit nearby game places to find
concrete steps below are suggested to prevent students.
game addiction: 3. Teachers have to interview students about
their academic delays, and for game addic-
1. To know about the types, contents, places, tion, teachers need to recommend addicts
and peers of children in game playing. for therapy if necessary.
2. To accompany and monitor children’s game 4. Game addicts may have higher animosity,
playing at home. lower social skills, and higher boredom in-
3. To spend some hours with children and to clination compared with peers. Relevant
select beneficial games for them. personnel at schools should be increasingly
4. To provide more attractive leisure options observant and encourage participation in
and divert children’s attention to more kinds social activities, such as student associations,
of activities. partnership activities, and support groups
5. To be with children when purchasing and to establish friendships.
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playing games, and to discuss content and 5. Teachers should encourage students to
amount of time for playing with them, to im- have multiple interests, leisure activities,
prove the parent and children relationship. and hobbies to prevent them from overin-
6. To settle agreements with children about dulgence in any single outlet.
game playing, and conduct proper rewards 6. Teachers may use intellectual video games
and punishments accordingly. as tools for teaching or rewards for better
7. To analyze the negative effects for game ad- performance, promoting the positive sides
diction, teach about the distinction between of games instead of their passive limitations.
game and real worlds, and to express alarm
about serious problems produced by games
in order to help children to develop self-
control in selecting playing hours and games. REFERENCES
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