{"@context":{"@vocab":"https://cir.nii.ac.jp/schema/1.0/","rdfs":"http://www.w3.org/2000/01/rdf-schema#","dc":"http://purl.org/dc/elements/1.1/","dcterms":"http://purl.org/dc/terms/","foaf":"http://xmlns.com/foaf/0.1/","prism":"http://prismstandard.org/namespaces/basic/2.0/","cinii":"http://ci.nii.ac.jp/ns/1.0/","datacite":"https://schema.datacite.org/meta/kernel-4/","ndl":"http://ndl.go.jp/dcndl/terms/","jpcoar":"https://github.com/JPCOAR/schema/blob/master/2.0/"},"@id":"https://cir.nii.ac.jp/crid/1363670318633836416.json","@type":"Article","productIdentifier":[{"identifier":{"@type":"DOI","@value":"10.1016/j.eurpsy.2007.10.010"}},{"identifier":{"@type":"URI","@value":"https://api.elsevier.com/content/article/PII:S0924933807014459?httpAccept=text/xml"}},{"identifier":{"@type":"URI","@value":"https://api.elsevier.com/content/article/PII:S0924933807014459?httpAccept=text/plain"}},{"identifier":{"@type":"URI","@value":"https://www.cambridge.org/core/services/aop-cambridge-core/content/view/S0924933800259580"}}],"dc:title":[{"@value":"The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits"}],"description":[{"type":"abstract","notation":[{"@value":"<jats:title>Abstract</jats:title><jats:sec id=\"S0924933800259580_abs1\" sec-type=\"other\"><jats:title>Objectives.</jats:title><jats:p>This study aimed to explore the relationship between online game addiction and aggression, self-control, and narcissistic personality traits, which are known as the psychological characteristics linked to “at-risk” populations for online game addiction.</jats:p></jats:sec><jats:sec id=\"S0924933800259580_abs2\" sec-type=\"methods\"><jats:title>Method.</jats:title><jats:p>A total of 1471 online game users (males 82.7%, females 17.3%, mean age 21.30 ± 4.96) participated in this study and were asked to complete several self-report measures using an online response method. Questionnaires included demographic information and game use-related characteristics of the samples, the online game addiction scale (modified from Young's Internet addiction scale), the Buss–Perry aggression questionnaire, a self-control scale, and the narcissistic personality disorder scale.</jats:p></jats:sec><jats:sec id=\"S0924933800259580_abs3\" sec-type=\"results\"><jats:title>Results.</jats:title><jats:p>Our results indicated that aggression and narcissistic personality traits are positively correlated with online game addiction, whereas self-control is negatively correlated with online game addiction (<jats:italic>p</jats:italic>< 0.001). In addition, a multiple regression analysis revealed that the extent of online game addiction could be predicted based on the person's narcissistic personality traits, aggression, self-control, interpersonal relationship, and occupation. However, only 20% of the variance in behavioral consequences was explained with the model.</jats:p></jats:sec><jats:sec id=\"S0924933800259580_abs4\" sec-type=\"conclusions\"><jats:title>Conclusion.</jats:title><jats:p>An interesting profile has emerged from the results of this study, suggesting that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online games. This result will deepen our understanding of the “at-risk” population for online game addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online games.</jats:p></jats:sec>"}]}],"creator":[{"@id":"https://cir.nii.ac.jp/crid/1383670318633836419","@type":"Researcher","foaf:name":[{"@value":"Eun Joo Kim"}]},{"@id":"https://cir.nii.ac.jp/crid/1383670318633836418","@type":"Researcher","foaf:name":[{"@value":"Kee Namkoong"}]},{"@id":"https://cir.nii.ac.jp/crid/1383670318633836417","@type":"Researcher","foaf:name":[{"@value":"Taeyun Ku"}]},{"@id":"https://cir.nii.ac.jp/crid/1383670318633836416","@type":"Researcher","foaf:name":[{"@value":"Se Joo Kim"}]}],"publication":{"publicationIdentifier":[{"@type":"PISSN","@value":"09249338"},{"@type":"EISSN","@value":"17783585"}],"prism:publicationName":[{"@value":"European Psychiatry"}],"dc:publisher":[{"@value":"Cambridge University Press (CUP)"}],"prism:publicationDate":"2007-12-31","prism:volume":"23","prism:number":"3","prism:startingPage":"212","prism:endingPage":"218"},"reviewed":"false","dc:rights":["https://www.cambridge.org/core/terms"],"url":[{"@id":"https://api.elsevier.com/content/article/PII:S0924933807014459?httpAccept=text/xml"},{"@id":"https://api.elsevier.com/content/article/PII:S0924933807014459?httpAccept=text/plain"},{"@id":"https://www.cambridge.org/core/services/aop-cambridge-core/content/view/S0924933800259580"}],"createdAt":"2008-01-02","modifiedAt":"2023-05-15","relatedProduct":[{"@id":"https://cir.nii.ac.jp/crid/1050024725022110464","@type":"Article","resourceType":"学術雑誌論文(journal article)","relationType":["isReferencedBy"],"jpcoar:relatedTitle":[{"@language":"en","@value":"Aggression in Behavioral Addictions"}]},{"@id":"https://cir.nii.ac.jp/crid/1360568693261414912","@type":"Article","resourceType":"学術雑誌論文(journal article)","relationType":["isReferencedBy"],"jpcoar:relatedTitle":[{"@value":"The Relationship Between Time Spent Playing Mobile Games and Wellbeing"}]},{"@id":"https://cir.nii.ac.jp/crid/1360580230620486144","@type":"Article","resourceType":"学術雑誌論文(journal article)","relationType":["isReferencedBy"],"jpcoar:relatedTitle":[{"@value":"The relationship between playing video games on mobile devices and well-being in a sample of Japanese adolescents and adults"}]},{"@id":"https://cir.nii.ac.jp/crid/1360865421003064064","@type":"Article","relationType":["isReferencedBy"],"jpcoar:relatedTitle":[{"@value":"Treatment of Cognitive Behavior Therapy for the Locus of Control with Internet Gaming Addiction Problem"}]},{"@id":"https://cir.nii.ac.jp/crid/1390001205078316160","@type":"Article","relationType":["isReferencedBy"],"jpcoar:relatedTitle":[{"@language":"ja","@value":"自己愛傾向と自尊心がゲームへの没入傾向に及ぼす影響"},{"@language":"en","@value":"The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games"},{"@language":"ja-Kana","@value":"ジコアイ ケイコウ ト ジソンシン ガ ゲーム エ ノ ボツニュウ ケイコウ ニ オヨボス エイキョウ"}]},{"@id":"https://cir.nii.ac.jp/crid/1390282680055358976","@type":"Article","resourceType":"学術雑誌論文(journal article)","relationType":["isReferencedBy"],"jpcoar:relatedTitle":[{"@language":"en","@value":"The influences of interaction during online gaming on sociability and aggression in real life"},{"@language":"ja","@value":"オンラインゲーム上の対人関係が現実生活の社会性および攻撃性に及ぼす影響"},{"@language":"ja-Kana","@value":"オンライン ゲーム ジョウ ノ タイジン カンケイ ガ ゲン ジツセイカツ ノ シャカイセイ オヨビ コウゲキセイ ニ オヨボス エイキョウ"}]}],"dataSourceIdentifier":[{"@type":"CROSSREF","@value":"10.1016/j.eurpsy.2007.10.010"},{"@type":"CROSSREF","@value":"10.4992/jjpsy.80.494_references_DOI_9NJpwROh3MkKe4ZciZwci5LpnBJ"},{"@type":"CROSSREF","@value":"10.1177/20503121221147842_references_DOI_9NJpwROh3MkKe4ZciZwci5LpnBJ"},{"@type":"CROSSREF","@value":"10.1007/978-3-030-98711-4_51-1_references_DOI_9NJpwROh3MkKe4ZciZwci5LpnBJ"},{"@type":"CROSSREF","@value":"10.2139/ssrn.3568469_references_DOI_9NJpwROh3MkKe4ZciZwci5LpnBJ"},{"@type":"CROSSREF","@value":"10.1111/jpr.12566_references_DOI_9NJpwROh3MkKe4ZciZwci5LpnBJ"},{"@type":"CROSSREF","@value":"10.4992/jjpsy.87.14033_references_DOI_9NJpwROh3MkKe4ZciZwci5LpnBJ"}]}