Korean Clinical Psychology Association

Korean Journal of Clinical Psychology - Vol. 37 , No. 4

[ Original Article ]
Korean Journal of Clinical Psychology - Vol. 37 , No. 4 , pp.573-589
ISSN: 2733-4538 (Online)
publication date 30 Nov 2018
Received 15 Oct 2018 Revised 23 Nov 2018 Accepted 23 Nov 2018
DOI: https://doi.org/10.15842/kjcp.2018.37.4.009

일상생활에서의 정서경험과 게임동기가 인터넷게임행동에 미치는 영향: 생태순간평가 연구
김소정 1, 2 ; 권정혜 1,
1고려대학교 심리학과
2한양대학교병원 정신건강의학과

Effects of Emotion Experiences and Gaming Motivations on Internet Gaming Behaviors in Daily Life: An Ecological Momentary Assessment Study
Sojung Kim1, 2 ; Jung-Hye Kwon1,
1Department of Psychology, Korea University, Seoul
2Department of Psychiatry, Hanyang University Seoul Hospital, Seoul, Korea
Correspondence to : Jung-Hye Kwon, Department of Psychology, Korea University, 145 Anam-ro, Seungbuk-gu, Seoul, Korea; E-mail: junghye@korea.ac.kr


© 2018 Korean Clinical Psychology Association
Funding Information ▼

초록

인터넷게임장애는 지속적인 인터넷게임 사용으로 인해 심각한 손상과 스트레스를 경험하는 장애로, 과도한 게임사용량뿐만 아니라, 기분을 조절하기 위한 목적에서 인터넷게임을 사용하는 것과 관련이 높다고 알려져 있다. 본 연구에서는 생태순간평가를 통해 일상생활에서의 정서경험과 게임동기가 게임행동을 예측하는지를 살펴보았다. 또한 정서경험과 게임동기가 게임행동에 미치는 영향에서 인터넷게임장애의 조절효과가 있는지 검증하였다. 연구 결과, 인터넷게임장애 집단은 비장애 집단에 비해 일상생활에서 더 자주, 더 오래 인터넷게임을 하는 것으로 나타났으며, 게임동기가 상승하여 있었다. 또한 부정정서를 더 높게 경험하는 반면, 긍정정서는 낮게 경험하는 것으로 나타났다. 다수준분석 결과, 개인 간 수준에서 다른 사람에 비해 전반적인 부정정서, 의기소침한, 화난, 기분나쁜/열받는 및 신나는/흥분된 기분을 높게 경험하는 사람의 게임사용량이 많았으며, 개인 내 수준에서는 평소보다 더 피곤하고 기분 나쁘고 화가 날 때 게임사용시간이 증가한 반면, 편안하고 차분한 기분을 느낄 때에는 게임사용시간이 감소하는 것으로 보고되었다. 정서경험과 게임사용량과의 관계에서 인터넷게임장애의 조절효과는 유의하지 않았다. 한편, 게임동기와 관련하여서는 대처동기와 강화동기 모두가 개인 간 및 개인 내 수준에서 게임 사용량을 정적으로 예측하였다. 또한 대처동기와 강화동기 각각이 게임사용시간에 미치는 영향에서 인터넷게임장애의 조절효과를 살펴본 결과, 강화동기와 게임사용시간과의 관계를 인터넷게임장애가 조절하는 것으로 나타났다. 이를 통해, 부정적 정서경험과 정서조절을 위한 게임사용이 게임행동의 예측인자이며, 특히 인터넷게임장애가 있는 사람들의 경우 일반 게임사용자들에 비해 높은 강화동기가 게임과용의 주요한 원인일 가능성이 시사되었다. 본 연구의 결과를 바탕으로 인터넷게임장애의 치료에 대한 임상적 함의를 논하였다.

Abstract

Individuals with internet gaming disorder (IGD) experience significant impairment in daily functioning due to their excessive gaming behaviors. IGD is related to not only a significant amount of time spent on internet gaming but also to internet gaming for mood modification. The purpose of this study was to examine the effects of emotion experiences and gaming motivations on internet gaming behaviors in daily life via ecological momentary assessment (EMA). The results showed that the IGD group (n=49) had an increased level of internet gaming usage and higher gaming motivations compared to the control group (n=50). The IGD group experienced higher levels of negative emotions and lower levels of positive emotions. Results from multilevel modeling demonstrated that at the between-individual level, the amount of general negative emotion, depression, anger, irritation, and excitement predicted an increased level of internet gaming usage. At the within-individual level, general negative emotion, tiredness, irritation, and anger positively predicted internet gaming usage, while comfort and calmness showed negative associations. Regarding gaming motivations, both coping motivation and enhancement motivation predicted increased internet gaming usage. In addition, the IGD group showed a significant moderating effect on the relationship between enhancement motivation and internet gaming usage. It was suggested that negative emotion experiences and internet gaming for mood modification could predict gaming behaviors in daily life. Increased enhancement motivation could serve as a risk factor for excessive gaming, particularly for individuals with IGD. Clinical implications were discussed.


Keywords: internet gaming disorder (IGD), emotion experience, gaming motivations, ecological momentary assessment (EMA)
키워드: 인터넷게임장애(IGD), 정서경험, 게임동기, 생태순간평가(EMA)

Acknowledgments

This study was supported by the grant from the Ministry of Commerce, Industry and Energy, <Online game detox program design project>. Portions of this manuscript were presented at the 8th Convention of the World Congress of Behavioural and Cognitive Therapies, June 2016, Melbourne.


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