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Higher Immersive Tendency in Male University Students with Excessive Online Gaming

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Pervasive Computing Paradigms for Mental Health (MindCare 2015)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 604))

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Abstract

Although problems with online game use are gaining concerns, high-risk traits associated with excessive online gaming are not yet understood. Immersive tendency was suggested as the personality trait to behave playfully and to become involved in continuous stimuli. Because immersive tendency can be assessed through everyday activities, it may be used to find a risk group for excessive online gaming. We investigated the difference in immersive tendency, problematic online gaming, and problematic Internet use between 21 male university students with excessive online gaming and 21 matched controls. Higher immersive tendency was observed in participants with excessive online gaming. The immersive tendency can reflect an individual’s susceptibility to excessive online gaming.

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Acknowledgements

This study was supported by grants from the National Research Foundation of Korea (NRF-2010-0010632) and the Seoul National University Hospital (04-2013-0710).

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Correspondence to Dooyoung Jung .

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© 2016 Springer International Publishing Switzerland

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Jung, D., Kim, E.Y., Jeong, S.H., Hahm, BJ. (2016). Higher Immersive Tendency in Male University Students with Excessive Online Gaming. In: Serino, S., Matic, A., Giakoumis, D., Lopez, G., Cipresso, P. (eds) Pervasive Computing Paradigms for Mental Health. MindCare 2015. Communications in Computer and Information Science, vol 604. Springer, Cham. https://doi.org/10.1007/978-3-319-32270-4_16

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  • DOI: https://doi.org/10.1007/978-3-319-32270-4_16

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-32269-8

  • Online ISBN: 978-3-319-32270-4

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