Eui Jun Jeong

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This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and(More)
Using a modified first-person shooter game, Counter Strike 2, this study tested (1) if the Yerkes–Dodson law could be applied to the relationship between physiological arousal (skin conductance) and brand memory in the new interactive technology setting; (2) if central and familiar ads are better recognized; and (3) if there are any interaction effects(More)
With the increase of computer game users, violent games have attracted attention because of their potential for effects on user behaviors. However, as most violent game studies have focused mainly on aggression, there are relatively few studies about the advertising effects in violent games. Based on the General Aggression Model (GAM), this study(More)
It is time to pursue a new perspective on players’ aggression studies. In this study, we examined whether and how players’ aggression is affected by game usage. In contrast to most existing studies, our study asks about crucial underlying factors among the general game population and thereby investigates therapeutic factors (internal health status belief,(More)