최근기사

    Lunosoft, Suncheon’s First Game Company, Launches Idle Action RPG Soul Legion (영혼군단 키우기) in Korea

    2026년 10월 19일

    Orion Blue Demo Arrives Ahead of November 30 Launch: EXLIX’s Ocean-Planet Fishing Life Sim Blends Cast & Chill, Stardew Valley, and Terraria

    2026년 10월 19일

    Foxalot: Steal Together Revealed: A Physics-Driven 1–4 Player Heist Game Where a Gang of Foxes Raids the Village

    2026년 10월 19일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Lunosoft, Suncheon’s First Game Company, Launches Idle Action RPG Soul Legion (영혼군단 키우기) in Korea

      2026년 10월 19일

      MAFATE Heads to Steam Next Fest: A Postman’s Journey Through Réunion Island’s Volcanic Cirque, With a Girl Turned Magic Camera

      2026년 10월 14일

      HopScout Revealed: LAPIN Studio Doodal Trades Platforming for a Cozy Logic Puzzler About Keeping a Burrow Full of Rabbits Happy

      2026년 10월 13일

      Talaka Heads to Steam Next Fest: A Watercolor Action Roguelite Built on African and Brazilian Mythology

      2026년 10월 13일

      ₩20 Billion in Four Months: How a Tiny K-Indie Cat Shooter Became Neptune’s Breakout Hit

      2026년 10월 12일
    • Recommendation/Promotion

      Orion Blue Demo Arrives Ahead of November 30 Launch: EXLIX’s Ocean-Planet Fishing Life Sim Blends Cast & Chill, Stardew Valley, and Terraria

      2026년 10월 19일

      Foxalot: Steal Together Revealed: A Physics-Driven 1–4 Player Heist Game Where a Gang of Foxes Raids the Village

      2026년 10월 19일

      Quarantine Zone: The Last Check Heads to Ground Zero With Free Miami Zero Expansion

      2026년 10월 19일

      The Lich Wars Revealed: The Necromancer’s Tale Prequel Is a 300,000-Word Gothic RPG About the War That Raised the Dead

      2026년 10월 19일

      Shadow Rush Revealed: Ghostlore Developer Andrew Teo’s Solo Isometric Hack-and-Slash Draws on Diablo and Tetsuya Nomura’s Art Style

      2026년 10월 19일
    • Game Review

      Seolhwa Dungeon Hits Mobile: A Solo Korean Developer Turns Grim Reapers, Imugi, and Gumiho Into the Rules of a Traditional Roguelike

      2026년 10월 17일

      Maldhalla Launches on Steam: An 800,000-Subscriber Korean Tech YouTuber’s Solo-Developed Survivors-Like, Shaped by 50+ Pre-Launch Updates

      2026년 10월 17일

      The Witch’s Bakery Launches on Every Major Platform: A French Debut About Healing Parisians’ Hearts, One Pastry at a Time, Scored in Part by Ghibli’s Cécile Corbel

      2026년 10월 17일

      The End of the Sun Comes to Xbox November 4: Two Polish Developers’ Eight-Year Slavic Mythology Time-Travel Adventure Makes Its Console Debut

      2026년 10월 17일

      ROLLA Review Roundup: A B-Movie Flesh Blob That Rolls Through Cities Eating Everything, Out Now on Steam

      2026년 10월 15일
    • Featured article

      The Day After the Demon King Falls: Where the Indie Story Truly Begins

      2026년 10월 10일

      How Stupid Never Dies Was Built From a Song: Hiroyuki Kobayashi on Making the Music First

      2026년 10월 10일

      G-STAR 2026 Preview: As Major Publishers Stay Quiet, Indie Games Move to Center Stage

      2026년 10월 01일

      [Column] The Two Paths of Steam Survival: Ride the Trend or Sell the Genre?

      2026년 09월 22일

      Two Roads to Surviving Steam: Ride the Trend, or Dig the Genre

      2026년 09월 22일
    • Contests/Support

      Meet the Valve Steam Team in Person: “Steam Indie Connect” Opens Applications for a Private K-Indie Developers’ Night in Seoul, October 27

      2026년 10월 06일

      Game Gauntlet Opens “SIM Jam,” a Free Simulation-Themed Game Jam With $1,500 in Prizes: Submissions Close November 5 KST

      2026년 10월 06일

      Face UFO Sweeps Four Awards at Tokyo Game Show’s 19th Sense of Wonder Night — Solo Developer Takahiro Miyazawa Takes Audience Grand Prix, Design, Experimental, and Presentation

      2026년 09월 18일

      Sogang University Opens Recruitment for AI-Specialized Game Development Talent Program — 52 Slots, ₩50 Million in Project Prizes

      2026년 09월 16일

      2026 Connect Fair Wraps: 240+ Meetings Connect 82 Korean Indie Studios With 44 International Partners in Pangyo

      2026년 09월 15일
    • 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

    Empowering your game to go global. Promote your game via indiegame.com #Since2003 #IndieGame

    Related Posts

    Lunosoft, Suncheon’s First Game Company, Launches Idle Action RPG Soul Legion (영혼군단 키우기) in Korea

    2026년 10월 19일

    MAFATE Heads to Steam Next Fest: A Postman’s Journey Through Réunion Island’s Volcanic Cirque, With a Girl Turned Magic Camera

    2026년 10월 14일

    HopScout Revealed: LAPIN Studio Doodal Trades Platforming for a Cozy Logic Puzzler About Keeping a Burrow Full of Rabbits Happy

    2026년 10월 13일

    Talaka Heads to Steam Next Fest: A Watercolor Action Roguelite Built on African and Brazilian Mythology

    2026년 10월 13일
    Editors Picks

    Voivod: The Nuclear Warrior Demo Hits Steam Next Fest: The Canadian Metal Band’s 40-Year Sci-Fi Universe Becomes a Run-and-Gun Metroidvania

    2026년 10월 18일

    Become Lets You Play as One Sperm Among Millions in a Race to Create Life, and It Just Won Gold at Tokyo Game Show

    2026년 10월 18일

    Maldhalla Launches on Steam: An 800,000-Subscriber Korean Tech YouTuber’s Solo-Developed Survivors-Like, Shaped by 50+ Pre-Launch Updates

    2026년 10월 17일

    The End of the Sun Comes to Xbox November 4: Two Polish Developers’ Eight-Year Slavic Mythology Time-Travel Adventure Makes Its Console Debut

    2026년 10월 17일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    • Home
    • About Us/Contact
    ㈜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.