Studies have shown that the majority of games and immersive users move to a general range within a year. Based on this, experts said that there is a need to discuss the use of game disorders and its diagnostic criteria, and we need to watch more of the introduction of the disease code.
On the 15th, the 'Game User Panel and Clinical Medicine Research Presentation' was held held by the Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency. The research presentation questioned the existing research frame centered on the negative views of game use such as games, immersion, addiction, and side effects, and the results of the two-year game user panel and clinical medicine research were announced.
First, Professor Moon-Seok Cho of the Department of Public Administration, Hansung University, presented the type of game behavior of game users who studied in 2020 and 2021. It was composed of annual separate surveys of 10 survey areas, and was conducted for 900 pairs of students-parents and 700 people aged 19-59.
As a result, the change in game behavior was very large. The amazing thing is that the majority of people who were overdose in the first year did not remain in the overdue in the second year. It's not a continuous game, but a temporary story.
Children and adolescents were included in the first year in the first year, and in the second year, they moved to general users (48.4%), Sun Yong-gun (13.3%), and Mall Risk Army (38.3%). Except, they all moved. In addition, adults have a high rate of moving to general user groups and ships.
Professor Moon-Seok Cho said, If this change continues afterwards, the characteristics of problem-game behavior, such as and immersive, can be temporarily immersive to specific games due to individuals or external factors rather than game itself. He expressed his opinion.
According to the standards of the World Health Organization, the game disorder is classified as a case where the disability behavior related to the game for more than one year is continued. However, according to the findings, most game users may be relaxed or disappeared by a third factor outside of the game even if they are temporarily problems.
In addition, the game has not been confirmed by the type of game behavior, unlike the general concern that the game increases depending on the leisure time, and the game can act as an obstacle to learning or career design..
Professor Han Duk-hyun, Department of Mental Health and Medicine, Chung-Ang University, conducted brain MRI, intelligence test, interview, and self-reporting questionnaire for 100 adults and middle and high school game users over two years..
Surprisingly, the borderline and high-risk group users did not gather in the beginning when recruiting participants in both college students and middle and high school students. This suggests that many gamers who think they are over-game are only general users or vessels.
Professor Han Duk-hyun said, There were more traces of traces than the overall statistical significance, and there were evidence of age differences, but there was no statistical significance. I said it was necessary.
Lee Jang-ju, who participated in the presentation, explained, The big implications of this study are that the number of games and immersion groups is very small, and the game is over to the general army. Then, the term overwriting itself should be changed to positive terms so that it can be seen more balanced and healthy in another term for game addiction, and the term game addiction has decreased socially, and that the coping and adaptation ability has been enhanced. He said he could see it.
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