The Korea Creative Content Agency (Director Hyeon-rae Cho, hereinafter referred to as Konjinwon) analyzed game use characteristics and game behavior types targeting elementary school students (grades 1 to 3) and adolescents (grades 4 to 6, middle and high school) nationwide on the 1st. A report was published on the ‘2021 Comprehensive Survey on Game Over-immersion’.
This survey was conducted with 100,000 youth students nationwide, and 20,000 elementary school students and their parents. The ‘Comprehensive Survey on Game Over-immersion’ is the only survey in Korea that investigates and analyzes the types of game behaviors of elementary and lower grades and adolescents nationwide from 2012 to the present.
According to the survey, 80.9% of all youth ▲game users and 19.1% of ▲non-users group. As a result of analyzing the game behavior types of youth in 2021, it was found that 24.1% of the game-use group and 53.3% of the general user group enjoyed the game soundly, whereas the game-excessive group was unable to control themselves or use the game excessively. was 0.5%, and the risk group for game over-immersion was 3.0%.
The number of game users in 2021 not only increased by 3.5%p from 20.6% to 24.1% from the previous year, but also showed a steady increase over the past 10 years from 5.4%, a survey result in 2012. Game favoritism refers to a group of people who use games in a healthy way for a variety of positive purposes, such as challenges, achievements, and social interactions. On the other hand, the game over-immersion group, who used the game for problems such as excessive time consumption, slightly increased from 0.3% to 0.5%, and the game over-immersion risk group increased slightly from 1.6% to 3.0%.
When asked about the frequency of game use, ‘I play games almost every day’ was the highest for all game behavior types. It is analyzed that this is because the rate of use of games has increased as well as the frequency of use of games as teenagers have decreased outside activities due to COVID-19 and started to engage in hobbies at home.
When asked about the level of parental awareness of adolescents’ game use, the highest response was ‘Very well aware’ in all game behavior types. However, the response that parents ‘do not know at all’ about their children’s use of games was 4.2% in the game over-immersion group and 3.4% in the game over-immersion risk group, compared to the game-use group (0.8%) and general users (1.5%). appeared relatively high. This suggests that the cognitive level of parents can influence their children’s game behavior patterns.
On the other hand, in this survey, 14.0% of the students in the lower grades of elementary school responded to the game-use group, which was lower than the 24.1% ratio of the youth’s game-use group. In addition, the ratio of game over-immersion group and game risk group in the eup-myeon area was higher than that of other areas for both adolescents and elementary school students.
Accordingly, in the period when elementary and low-grade students are exposed to games for the first time and start in earnest, education to understand games that can develop the ability to control and use games well will be expanded, and game culture family camps for parents and children will be expanded and provided. There is a need to do In addition, it is judged that the program should be expanded centered on the eup and myeon areas.
Conjinone plans to conduct a survey by introducing a new scale that can measure game use characteristics more precisely by classifying game use and problematic game use from the 2022 survey. The report of the can be downloaded from the Conjinwon website (www.kocca.kr).