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Citation – Weekly Writing for Rhetoric of Gaming F2017

Citation

Seok, Soonhwa and Boaventura DaCosta. “The World’s Most Intense Online Gaming Culture: Addiction and High-Engagement Prevalence Rates among South Korean Adolescents and Young Adults.” Computers in Human Behavior, vol. 28, no. 6, Nov. 2012, pp. 2143-2151. EBSCOhost, doi:10.1016/j.chb.2012.06.019.

“The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults” is an article in which the author aims to find out how many individuals are dependent on games. Using new and previous research, the authors seek to understand behaviors associated with gaming addictions. 1332 South Korean students in 11 high schools and 1 middle school surrounding the capital of Seoul were given a questionnaire to fill out. They found that “using a monothetic and a polythetic classification system, findings showed rates ranging between 1.7% and 25.5%, with a 2.7% addiction rate when distinguishing core from peripheral criteria.” They believe that this shows that areas often associated with a large gaming culture does not have an addiction rate that was as big as it was expected to be. This is one of the only studies on gaming dependency and can be useful information.

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