최근기사

    Timing Mining + Drone Automation ‘My Home Mine’ Officially Launches on Steam

    2026년 04월 20일

    Gothic Royalty Returns to the Depths: Pithead Studio Launches Dungeon Crawler ‘Cralon’

    2026년 04월 19일

    A Masterpiece of Neo 16-Bit: ‘REPLACED’ Launches to Massive Hype After Four Delays

    2026년 04월 19일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      K-Indie ‘Pebble Knights’ Strikes Gold on Steam, Dominating Global Charts

      2026년 04월 15일

      Webzen and Black Anchor to Officially Launch Indie Game ‘Memories’ on April 28

      2026년 04월 14일

      Registration for BIC Festival 2026 begins at 3 PM on the 8th

      2026년 04월 08일

      STOVE Expands Horizons: Recruitment Opens for 3rd Official Supporters ‘STOVE Crew’

      2026년 04월 06일

      Stove Recruits 3rd Official Supporters… Activity Period and Scope Expanded

      2026년 04월 06일
    • Recommendation/Promotion

      Crunch Time is Hell: Indie Developer Simulation ‘It’s Fine’ Revealed

      2026년 04월 19일

      Light Reclaimed: ‘MEMOLITH: Forsaken by Light’ Sets Official Release for April 28

      2026년 04월 14일

      The Last Drop of Mystery: Cozy Management Meets Eerie Horror in ‘The Last Gas Station’

      2026년 04월 11일

      Retro Terror Returns: 80s Slasher-Inspired ‘Last Summer’ Revealed on Steam

      2026년 04월 10일

      Behold the Uncomfortable Beauty: Hand-Drawn Grotesque Metroidvania ‘Evolvania’ Releases Demo

      2026년 04월 10일
    • Game Review

      Timing Mining + Drone Automation ‘My Home Mine’ Officially Launches on Steam

      2026년 04월 20일

      Gothic Royalty Returns to the Depths: Pithead Studio Launches Dungeon Crawler ‘Cralon’

      2026년 04월 19일

      A Masterpiece of Neo 16-Bit: ‘REPLACED’ Launches to Massive Hype After Four Delays

      2026년 04월 19일

      Seeds of Change: Farmer-Led Indie Game ‘Treeplanter’ Launches on Steam

      2026년 04월 19일

      Volley-Ball Meets Tactical Warfare: ‘Smash it Wild’ Hits All Platforms

      2026년 04월 19일
    • Featured article

      Indies Steal the Spotlight: PAX East 2026 Sees a “Reverse” Takeover as AAA Giants Step Back

      2026년 03월 28일

      GDCA 2026, The Essence of Games Proven by Indie

      2026년 03월 27일

      Historical Sweep: ‘Clair Obscur: Expedition 33’ Claims 5 GDCA 2026 Awards, Setting New GOTY Record

      2026년 03월 14일

      History Made at IGF 2026: AP Thomson’s Double Victory and the Rise of ‘Titanium Court’

      2026년 03월 14일

      Beyond Steam: How K-Indies are Tackling the ‘Second Barrier’ of Global Distribution

      2026년 03월 09일
    • Contests/Support

      Second Chances in the Spotlight: BIC 2026 Opens ‘Connect Pick’ Applications

      2026년 04월 15일

      Leveling Up the Business: Gyeonggi-do Launches Investment Support for Game Devs

      2026년 04월 13일

      Digital Meets Analog: Gemblo Company Opens Applications for ‘2026 Creative Talent Mentorship’

      2026년 04월 09일

      A $5 Million Shot: Krafton and Neptune Launch ‘Flick x KRAFTON’ Global Challenge

      2026년 04월 09일

      BIC Festival 2026: Official Call for Entries

      2026년 04월 08일
    • GameCollege
    • 한국어
    • 日本語
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    News

    KOCCA publishes ‘2022 Comprehensive Survey on Game Behavior of Children and Youth.’

    By Editorial Team2023년 04월 11일Updated:2023년 06월 23일5 Mins Read

    – Conjinwon announced the results of a large-scale fact-finding survey that newly introduced the ‘comprehensive game use scale’
    – By 2022, 82.7% of the youth game users group and 68.8% of the children game users group
    – Parents’ positive perception of game use influences the characteristics of children and adolescents game behavior

    On the 4th, the Korea Creative Content Agency (Director Cho Hyun-rae, hereinafter referred to as KOCCA) published a report titled ‘2022 Comprehensive Survey on Children and Youth Game Behavior’, which analyzed the characteristics of game use and types of game behavior targeting children and adolescents nationwide on the 4th.

    This survey was conducted targeting 100,000 adolescent students, 20,000 child students, and parents across the country to identify the actual conditions of game use and over-indulgence of children and adolescents and use them as the basis for policy establishment to create a healthy game culture.

    The 2022 survey is a reorganization of the existing ‘Comprehensive Survey on Over-immersion in Games’. KOCCA developed a new scale to enhance the reliability of the survey in line with the rapidly changing media environment and introduced it to the 2022 survey after validation. The results of this year’s survey will be used as basic data for policies for healthy game culture for children and youth, such as game literacy education or game culture family camps in the future.

    ◆ The first introduction of the ‘comprehensive game use scale’ that can comprehensively measure youth game use

    using the comprehensive game use scale comprehensively investigates the positive/negative effects of games. It is characterized by the fact that survey results can be calculated in detail based on statistical standard scores.

    The overall scale of game use is composed of three subscales: ▲game literacy, ▲game use problem, and ▲game desire satisfaction. ▲Game literacy is measured based on 6 factors, including an understanding of games and interest in IT; problems using games are measured on 3 factors, including failure to control and problems in daily life; and ▲satisfaction of game needs on 7 factors, including autonomy and fostering virtual characters.

    ◆ 82.7% of teenagers and 68.8% of children belong to the game user group

    As a result of the youth survey, ▲ 82.7% of the game users group ▲ and 17.3% of the non-use group. Among the game user group, ▲the general user group accounted for 67.3%, ▲the problematic game user group* 3.5%, and ▲the adaptive game user group** 11.9%. (*Problematic game users group: Game users group with over-immersion problems in-game use regardless of game literacy score, **Adaptive game users group: Games that use games well in a positive way and do not have over-immersion problems Lee Yong-gun)

    On the other hand, compared to adolescents, the proportion of children who use adaptive games was significantly lower. As a result of the survey on children, ▲ 68.8% of the game users group, ▲ 31.2% of the non-use group, ▲62.7% of the general user group, ▲3.1% of the problem game user group, and ▲3.0% of the adaptive game user group among game users. In the adaptive game user group, there was a big difference from that of adolescents.

    In the case of the children’s survey, parents’ observation responses were also investigated in parallel, considering the difficulty in understanding the questionnaire responses and questions. ▲ Parents observed 81.2% of the children’s game-use group, and there was a difference between the parental observation response (81.2%) and the child’s own response (68.8%).

    ◆ Parents’ perceptions have been shown to affect the characteristics of game behaviors of children and adolescents.

    As a result of investigating parents’ awareness, conversation, and understanding of children’s game use, it was found that most parents were aware of their children’s game use and communicated with them. However, as a result of asking about the degree of parents’ understanding of adolescents’ game use, there was a big difference between 54.7% of the adaptive game user group and 37.7% of the problematic game user group who responded ‘very much (very understand)’.

    In the case of children, there was a large difference in the rate of ‘very agree (very understandable)’ between the adaptive game user group and the problematic game user group in the degree of parental conversation and understanding of game use. (Refer to the attached data for data by each user group)

    According to the results of the survey, just as parents’ awareness and interest in their children affect education, peer relationships, and growth environment, it was found that parents’ positive perceptions of their children’s game use have an impact on their children’s game behavior type characteristics. Therefore, it is judged that it is important for parents to understand that games are a hobby for children and adolescents and a medium of communication with their peers and actively engage in conversations.

    The ‘2022 Comprehensive Survey on Children and Youth Game Behavior’ report contains various information on game use and behavioral patterns of children and youth nationwide. Anyone interested in the report can download it from the KOCCA website (www.kocca.kr).

    Editorial Team
    • Website
    • Facebook

    We support indie game developers to expand globally. Promote your game via indiegame.com #Since2003

    Related Posts

    K-Indie ‘Pebble Knights’ Strikes Gold on Steam, Dominating Global Charts

    2026년 04월 15일

    Webzen and Black Anchor to Officially Launch Indie Game ‘Memories’ on April 28

    2026년 04월 14일

    Registration for BIC Festival 2026 begins at 3 PM on the 8th

    2026년 04월 08일

    STOVE Expands Horizons: Recruitment Opens for 3rd Official Supporters ‘STOVE Crew’

    2026년 04월 06일
    Editors Picks

    The Golden Age of Piracy Returns: ‘Windrose’ Sets Sail with 69,000 Concurrent Players on Launch Day

    2026년 04월 15일

    Restore the ecosystem! ‘Restore Your Island’ Launches on Steam

    2026년 04월 10일

    Your Ultimate Study Buddy: “Overwhelmingly Positive” Steam Hit ‘Chill with You: Lo-Fi Story’ Arrives on Mobile

    2026년 04월 09일

    BIC Festival 2026: Official Call for Entries

    2026년 04월 08일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.