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KMID : 0389420110190030221
Korean Journal of Stress Research
2011 Volume.19 No. 3 p.221 ~ p.229
Cyberspace Experience of Internet Game among Early Adolescents
Lee Jee-Young

Abstract
The purpose of this study was to understand and explore the cyberspace experience of internet game among early adolescents. A phenomenological research method guided data collection and analysis. Study participants included 6 elementary and middle school students who had experienced cyberspace of internet game. Data were collected through individual in-depth interviews. All interviews were audio taped and transcribed verbatim. Coding was used to establish different concepts and categories. The results of this study are following. These common constituents were found: expectation for emotional need; recognition of available playground; satisfaction from achievement in the virtual space; vicarious satisfaction to impossibility in the real space; attachment with cyber-self; connected tele-presence to virtual reality; and the craving for staying on the cyberspace. The structure of cyberspace experience of internet game was derived from the 7 constituents. Expectation for emotional need was identified as a cause in the psychological dimension. And the craving for staying on the cyberspace was identified as a result in the behavioral dimension. This relationship of cause and result moved in a cycle through the medium of recognition about the cyberspace as a available playground. Furthermore, satisfaction from achievement, vicarious satisfaction to impossibility, attachment with cyber-self, connected tele-presence to virtual reality facilitated the craving for staying on the cyberspace. The results of this study may enlarge the knowledge about the cyberspace experience of internet game and contribute to health professionals to understand early adolescents with cyberspace experience of internet game.
KEYWORD
Cyberspace, Internet game, Adolescent, Qualitative research
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