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Immersion with the game? It can be alleviated by the third factor other than the game [IT magnifier]

[Han Duk-hyun Moon Young-soo reporter] The study shows that the expression is determined according to the internal and external characteristics of the individual, not the phenomenon of the game excess or the game. This means that the third external factor, not the game itself, can relieve or disappear.

On the 15th, the Ministry of Culture, Sports and Tourism (Minister Park Bo-kyun) and the Korea Creative Content Agency (Director Cho Hyun-rae) held the 'Game User Panel and Clinical Medicine Results' presentation at the Conference Hall on the 11th floor of the CKL Corporate Support Center in Jung-gu, Seoul.

The presentation was revealed in the 'Game User Panel Research' and 'Game User Clinical Medicine Cohort Study', which questioned and attempted to investigate and observe the existing game user research frames centered on game, immersion, addiction, and side effects.

Cho Moon-seok, a professor of administrative school Cho Moon-seok, who was in charge of the first presentation, presented the results of the change and behavioral characteristics of game users who participated in the first and second year research of 2020 ~ 2021 game user panel research.

The 2020 ~ 2021 game user panel study is a study conducting a panel of adults and adolescents to follow up for five years of game behavior and immersion. Unlike existing studies that target a large number of general users and ignore various behavior patterns and motivations related to game use, they track what games are played by age and why they play games.

In the first year, a total of 2,793 panels were established, exceeding 11.7%of the original plan (2,500), and the total number of maintenance panels in the second year was 2,657, with a maintenance rate of 95.1%. The study conducted a panel management and maintenance built in the first year, a game classification and tracking, and a survey of economic, psychology, education, culture, and sociological characteristics through categories of CSG (CSG) scale.

In the first year, the number of respondents in the first year moved to another type of game behavior in the second year. In particular, all of the respondents were classified as one of the second year, except for one of the other types of the first year. In addition, most users played the game by themselves, and both students and adults tended to be immersed in the game as the online connection network expanded. In particular, students showed an increase in game immersion when the offline relationship was reduced.

What

Professor Moon-seok Cho said, The game behavior problem such as and immersive is more likely to disappear naturally due to the external environment or internal psychological factors than the game itself or the time of time. It's not likely to do a lot or less.

Following the Department of Mental Health and Medicine, Han Duk-hyun, Han Duk-hyun, Chung-Ang University, presented the results of '2020 ~ 2021 game user clinical medicine cohort research'. Professor Han conducts brain MRI (rescue, function abnormal), intelligence test, interview, and self-reporting questionnaire for 100 adults (college students) game users and middle and high school students for two years for the study. And analyzed it.

In addition, four groups of clinical psychological investigations were conducted, including game selection, general users, risks of immersion, and immersion, and observed brain activation, functional connectivity, and brain anatomical differences by four groups. This is contrasting with existing studies divided into two groups of game over and over.

Professor Han Duk-hyun said that the game user's usual brain activation was analyzed that the right side of the right front and the left side of the left, the middle of the left, the right island cortex, the right side of the front frontal lobe, and the front frontal center of the right side were activated. In particular, it was explained that the frontal lobes of game users were more active than general users. The result is the opposite of the mystery that a lot of games will reduce the frontal lobe function.

One professor also stated that games and immersion have a high correlation with coexistence and coexistence, and especially related to attention deficit behavioral disorders. Like adults, youth overdue areas showed a similar difference in brain development, and compared to adults, adolescents were delayed in concentration circuits. In addition, the difference in the thickness of the cerebral cortex of each group was not observed. This means that game usage patterns and excess mouths have a difficult influence on cerebral cortex thickness.

Professor Han Duk-hyun said, There were many traces of traces rather than statistical significance. This raises the need for participants' numbers and termination research. We have not shown it. I think we will need to research a number of participants in the future.

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