Adolescent ; Adult ; Aggression/psychology* ; Behavior, Addictive/diagnosis* ; Behavior, Addictive/epidemiology ; Behavior, Addictive/psychology ; Cross-Sectional Studies ; Female ; Health Surveys ; Humans ; Internal-External Control* ; Internet* ; Korea ; Male ; Personality Disorders/diagnosis* ; Personality Disorders/epidemiology ; Personality Disorders/psychology ; Surveys and Questionnaires ; Video Games*
Keywords
Online game addictionAggressionSelf-controlNarcissistic personality traits
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.