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KMID : 0367320060170010019
Journal of the Korean Academy of Child and Adolescent Psychiatry
2006 Volume.17 No. 1 p.19 ~ p.26
COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN
Lim Seoung-Hu

Jeong Seoung-Shim
Hong Sung-Do
Park Jeong-Hwan
Kim Ji-Hae
Abstract
Objectives: The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children.

Methods: The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL.

Results: In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. ¡¯¡¯Simply for fun¡¯¡¯ was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction.

Conclusion: Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.
KEYWORD
Computer game, Addiction, Psychopathology, Attention problem
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