Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control
Main Article Content
We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationships using structural equation modeling. The results indicate that adolescents with higher self-control and self-esteem showed low levels of pathological gaming. Self-control (vs. gaming time) had a stronger effect on pathological gaming, and school environment (vs. gaming time) had a greater effect on self-control. Self-esteem, mostly influenced by parental environment, diminished pathological gaming. Our results show the critical role of these psychological factors in preventing adolescents’ pathological gaming, regardless of gaming time.