Therapeutic role of player self-efficacy in online gaming
Bibliographic Data
| ID | 13919249 |
|---|---|
| Authors | Hye Rim Lee (corresponding author), Eui Jun Jeong (0000-0002-5718-8476) |
| Year | 2017 |
| Volume | 45 |
| Issue | 9 |
| Pages | 1475-1484 |
| Publication date | 2017-10-03 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Social Behavior and Personality An International Journal (JOURNAL) |
| Journal identifiers | ISSN: 0301-2212 • E-ISSN: 1179-6391 |
| Publisher | Scientific Journal Publishers Limited (PUBLISHER) |
| DOI | 10.2224/sbp.6334 |
| OpenAlex | W2761590232 |
| Language | EN |
We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors
Aggression · Coping (psychology · Loneliness · Path analysis (statistics · Psychosocial · Psychotherapist · Self-efficacy · Clinical Psychology · Impact of Technology on Adolescents · Mental Health Research Topics · Psychological and Temporal Perspectives Research · Psychology · Social Psychology
| Citation velocity | historical |
|---|---|
| Highly cited | No |