The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits
By Eun Joo Kim, K. Namkoong, T. Ku, Se Joo Kim. European psychiatry, 2008
722 citations recorded by the source corpus.
Abstract Objectives. This study aimed to explore the relationship between online game addiction and aggression, self-control, and narcissistic personality traits, which are known as the psychological characteristics linked to “at-risk” populations for online game addiction. Method. A total of 1471 online game users (males 82.7%, females 17.3%, mean age 21.30 ± 4.96) participated in this study and were asked to complete several self-report measures using an online response method. Questionnaires included demographic information and game use-related characteristics of the samples, the online game addiction scale (modified from Young's Internet addiction scale), the Buss–Perry aggression questionnaire, a self-control scale, and the narcissistic personality disorder scale. Results. Our results indicated that aggression and narcissistic personality traits are positively correlated with online game addiction, whereas self-control is negatively correlated with online game addiction (p < 0.001). In addition, a multiple regression analysis revealed that the extent of online game addiction could be predicted based on the person's narcissistic personality traits, aggression, self-control, interpersonal relationship, and occupation. However, only 20% of the variance in behavioral consequences was explained with the model. Conclusion. An interesting profile has emerged from the results of this study, suggesting that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online games. This result will deepen our understanding of the “at-risk” population for online game addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online games.
Subfields: Clinical Psychology, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/6d43fa7b14038728ed70a2e2454e12a0b97bda93
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In Clinical Psychology
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In Social Psychology
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In Sociology and Political Science
- Mark D. Griffiths
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- Jochen Peter
Citations in the corpus
- An Overview of Problematic Gaming (2015, background): “…Mehroof and Griffiths, 2010), diminished agreeableness (Peters and Malesky, 2008), diminished self-control and narcissistic personality traits (Kim et al., 2008), low selfesteem (Ko et al., 2005), state and trait anxiety (Mehroof and Griffiths, 2010), and low emotional intelligence (Parker et…”
- Explaining the link between technostress and technology addiction for social networking sites: A study of distraction as a coping behavior (2019, background): “Studies have examined various factors leading to IT addiction such as social-demographics (Young 1998), personality traits (Kim et al. 2008), technology characteristics (Griffiths and Parke 2002) and the extent to which IT satisfies individual needs (Xu et al. 2012).”
- Development and Validation of a Game Addiction Scale for Adolescents (2008, background): “Recent studies (Grüsser et al., 2007; Kim, Namkoong, Ku, & Kim, 2008) also reported a significant difference in reported aggressive behavior between pathological and non-pathological players.”
- Students’ Wellbeing, Fear of Missing out, and Social Media Engagement for Leisure in Higher Education Learning Environments (2016, positive): “…this behavior to psychological factors such as neuroticism, agreeableness and conscien-tiousness (Samarein et al. 2013); aggression, impulsivity (Kim et al. 2008); self-reliance, lack of social conformity, sensitivity, vigilance (Young and Rodgers 1998); social isolation, low self-esteem (Tsai…”
- Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2012, background): “Many achievements within an MMORPG can only be reached through cooperative play and as such success relies on the help of other players (Kim et al., 2008), contrasting sharply with more competitive, restricted player formats.”
- Problematic Use of the Internet and Self-Regulation: A Review of the Initial Studies (2012, methodology): “Concerning the relationship between PIU and self-reported impulsivity, which is generally assessed with widely used and validated self-report impulsivity scales such as the Barratt Impulsivity Scale [31] or the UPPS Impulsive Behavior Scale [9], it has been found that individuals considered as Inter”
- Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2018, background): “Consistent with many previous correlational studies, IGD appears to be linked to various dysfunctional outcomes including a wide range of psychological symptoms and behavioral and social problems (Batthyány et al. 2009; Brunborg et al. 2014; Caplan et al. 2009; Chan and Rabinowitz 2006; Collins et a”