Recent studies have shown that during the playing of violent online games, it is not increased aggression but rather alleviation in aggression that is critical in determining whether playing gaming has positive outcomes on the venting of aggression. Drawing from the aggression catharsis perspective and gaming research, we extend this line of investigation by exploring whether gaming results in a decrease in aggression, across a wide variety of games. Using data from a survey of 771 online game users in Korea, we examined the associations among Therapeutic Catharsis Seeking, Game Self- Efficacy, Big Five Personality Traits, Game genre (violent or nonviolent), Daily online gaming time, and Demographic variables. Results showed that therapeutic catharsis seeking and game self-efficacy decreased user aggression. Neuroticism negatively affected aggression while agreeableness enhanced the degree of aggression regardless of game genre. These findings have important implications for the use of gaming as a mood management tool.
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제29권 제2호