Abstract
The purpose of this study is to exam the moderating effect of self-efficacy that can change and predict adolescent behavior in relation to how internet game addiction influences aggression. For this purpose, an online survey of a sample of 811 middle and high school teenagers who used smartphones was performed from August 8 to 16, 2019. The analysis of the resulting data revealed the following. First, the group at high risk of internet game addiction displayed greater aggressiveness than other groups. Second, it was empirically verified that self-efficacy is a variable controlling the relationship between adolescents' internet game addiction and aggression. Based on these results, implementing social welfare and educational intervention measures were discussed to reduce the problematic behaviors of addictive use and aggressiveness surrounding internet gaming. This study’s limitation, as well as suggestions for further studies are as follows. Since no studies on clinical game addiction diagnosis were implemented, in-depth follow-up studies are required to verify the regulation effect of self-efficacy on internet game addiction and aggression in young people who have been diagnosed with game addiction. Further, variables related to parents and home life were not assessed. Thus, in relation to young people's game addiction and aggression, future studies of parent-child interaction and the regulation effect of family leisure activities are suggested.
Cite
CITATION STYLE
Sun Kyung, K., Shin, S., & In Lee, J. (2021). The Moderating Effect of Self-efficacy on the Relationship Between Internet Game Addiction and Aggression Among Korean Adolescents. Social Sciences, 10(2), 58. https://doi.org/10.11648/j.ss.20211002.13
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