Abstract
This chapter provides an overview of Internet gaming culture and regulations of South Korea and a measurement scale for Internet gaming disorder. The primary concern of the chapter is how to diagnose Internet gaming disorder with what kinds of criteria. Three surveys are conducted among South Korean middle- and high-school students and young adults. A 27-item scale and a shortened 9-item version are developed with the nine criteria for Internet gaming disorder in DSM-5. Both versions are reliable across the samples. Internet gaming addiction shows significant moderate correlations with time spent on games and physical aggression. Furthermore, 3.2% of South Korean game players in the samples are classified as students and young adults with Internet gaming addiction. Finally, drawing from the findings of the study in this chapter, additional attention on mobile games and social network games is suggested.
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Acknowledgment
I would like to thank the Ministry of Gender Equality & Family, South Korea, for allowing me to participate in the project as a researcher and for granting me permission to study the data for my own research purposes.
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Yu, H. (2016). Development of an Internet Gaming Addiction Scale Based on the DSM-5’s Nine Diagnostic Criteria with South Korean Gamer Samples. In: Lee, S., Pulos, A. (eds) Transnational Contexts of Development History, Sociality, and Society of Play. East Asian Popular Culture. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-43820-7_8
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