Sung Je Lee
Biographic Data
| ID | 6035663 |
|---|---|
| NAME | Sung Je Lee |
| GIVEN NAMES | Sung Je |
| FAMILY NAME | Lee |
| SIGNATURE | LEE S J |
| AFFILIATIONS | Konkuk University |
| ORCID | 0000-0002-8423-4562 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 8 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Social intelligence and pathological gaming
The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming
Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control
We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationship…
Disruptive behaviors in online games
Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends , we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil r…
Pathological Gaming in Young Adolescents
Disruptive behaviors in online games
Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends , we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil r…
Pathological Gaming in Young Adolescents
Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control
We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationship…
Social intelligence and pathological gaming
The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming
Psychology (4 works) · Social Psychology (4 works) · Social Psychology (4 works) · Clinical Psychology (3 works) · Clinical Psychology (3 works) · Developmental psychology (3 works) · Medicine (3 works) · Pathological (3 works) · Psychological and Temporal Perspectives Research (3 works) · Aggression (2 works)