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Effect of Parental Perception on the Prevalence of Adolescent Internet Gaming Disorder During the COVID-19 Pandemic

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dc.contributor.authorLee, Soyeon-
dc.contributor.authorYoo, Seo-Koo-
dc.contributor.authorSon, Young Don-
dc.contributor.authorKim, Sun Mi-
dc.contributor.authorHan, Doug Hyun-
dc.date.accessioned2022-06-09T07:40:11Z-
dc.date.available2022-06-09T07:40:11Z-
dc.date.created2022-05-25-
dc.date.issued2022-05-
dc.identifier.issn1738-3684-
dc.identifier.urihttps://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/84554-
dc.description.abstractObjective During the coronavirus disease (COVID-19) pandemic, several studies have found that Internet usage and gaming times have increased among adolescents. Parents’ Internet literacy and attitudes toward Internet gaming have been reported to affect children’s Internet gaming disorder (IGD). We hypothesized that parents’ attitudes toward Internet use and gaming would affect the prevalence of IGD among adolescents.Methods A total of 199 mothers of children who played Internet games were surveyed online to gather information regarding their demographic characteristics, children’s Internet use patterns, psychological factors, and Internet gaming literacy.Results Among adolescents, increased Internet usage or gaming time was not associated with IGD, but the presence of attention deficit hyperactivity disorder (ADHD) was. Among parents, anxiety, depression, and family togetherness were not related to IGD, but a positive perception of gaming protected against the development of IGD, whereas a negative perception was a risk factor for IGD.Conclusion Increased gaming time neither causes nor correlates with IGD in adolescents, even though ADHD may be a risk factor for IGD. Parents’ positive or negative perceptions of gaming can be protective or present a risk factor, respectively, for their children’s development of IGD.-
dc.language영어-
dc.language.isoen-
dc.publisher대한신경정신의학회-
dc.relation.isPartOfPSYCHIATRY INVESTIGATION-
dc.titleEffect of Parental Perception on the Prevalence of Adolescent Internet Gaming Disorder During the COVID-19 Pandemic-
dc.typeArticle-
dc.type.rimsART-
dc.description.journalClass1-
dc.identifier.wosid000802709100003-
dc.identifier.doi10.30773/pi.2021.0260-
dc.identifier.bibliographicCitationPSYCHIATRY INVESTIGATION, v.19, no.5, pp.348 - 355-
dc.identifier.kciidART002841117-
dc.description.isOpenAccessY-
dc.identifier.scopusid2-s2.0-85131426857-
dc.citation.endPage355-
dc.citation.startPage348-
dc.citation.titlePSYCHIATRY INVESTIGATION-
dc.citation.volume19-
dc.citation.number5-
dc.contributor.affiliatedAuthorSon, Young Don-
dc.type.docTypeArticle-
dc.subject.keywordAuthorCoronavirus-
dc.subject.keywordAuthorInternet game literacy scale-
dc.subject.keywordAuthorInternet gaming disorder-
dc.subject.keywordAuthorRisk factor-
dc.subject.keywordAuthorParent-
dc.subject.keywordAuthorPerception.-
dc.subject.keywordPlusADDICTION-
dc.subject.keywordPlusIMPULSIVITY-
dc.subject.keywordPlusDEPRESSION-
dc.subject.keywordPlusPLAY-
dc.relation.journalResearchAreaPsychiatry-
dc.relation.journalWebOfScienceCategoryPsychiatry-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.description.journalRegisteredClasskci-
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