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KMID : 0897520130180010019
Journal of Korean Association of Social Psychiatry
2013 Volume.18 No. 1 p.19 ~ p.26
Impact of Online Game Use to Adults : Their Mediated Presence andDissociation Experience
Oh Jong-Hyun

Son Jung-Woo
Lee Sang-Ick
Shin Chul-Jin
Kim Sie-Kyeong
Ju Ga-Won
Im Tae-Jung
Abstract
Objective: This study investigated as to whether there is any difference in mediated presence during online game, sensitivity of dissociation experience and game use pattern by targeting adults using online game excessively and general online adult gamers and additionally, whether there is any correlation between mediated presence and game using features and dissociation experience.

Methods:Total 36 subjects were recruited and they were divided into over-use group (N=17) and control group (N=19) based on use time. The subjects were made to perform mediated presence scale (MPS), dissociation experience scale (DES) and Korean internet addition proneness scale for adults (KIAPS). For statistical analysis, SPSS 18.0 was used, independent T-test between two groups and correlation analysis among variables of each group were performed.

Results: In MPS, overuse group showed significantly higher scores than control group in terms of telepresence (t=2.537, p=.016) and social presence (t=3.300, p=.003). In KIAPS, overuse group showed significantly higher score than control group in terms of inclination toward virtual reality (t=2.258, p=.031), tolerance and preoccupation (t=2.630, p=.013) and self-awareness of internet use (t=3.412, p=.002). In overuse group, DES showed a significant correlation with telepresence (r=.488, p=.047), inclination toward virtual reality (r=.521, p=.031) and tolerance and preoccupation (r=.507, p=.038), respectively but in control group, any correlation was not represented

Conclusion: In view of this result, it is considered that dissociation experience may have correlation with increased mediated presence during game use and increased addictive tendency. As a conclusion, this study supports a hypothesis that when a person sensitive to dissociation experience is exposed to online game, he (she) may experience more mediated presence leading to game addition. Through future study, a study on causality for these variables may be required and this effort would be helpful for preventing game addition.
KEYWORD
Video game, Internet, Abuse, Dissociation, Adults
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