This study identifies correlations between the use of media devices, communication ability, and executive function difficulties for third grade students, as well as investigates the moderating effect of a child's communication ability. Data from the 10th (2017) Panel Study on Korean Children [PSKC] was employed (N=557). Descriptive statistics, Pearson's correlation and hierarchical regression were used along with SPSS 25.0(IBM Co., Armonk, NY, USA). The results were as follows. First, the executive function difficulties in the third-grade showed a significant positive correlation with media device use. While also, showing a negative correlation with a child's communication ability.Media devices use and communication ability has a significant negative correlation. Second, a child's communication ability has a moderating effect in relation to the use of media devices and executive function difficulties. The difficulty of executive function showed a reciprocal increase to a child's use of media devices and indicated a discriminatory effect of a child's communication ability. In conclusion, this study shows that communication ability is important as a personal factor for children who control the negative effects of media devices. Therefore, it is necessary to provide and support an environment for the development of a child's communication ability.
Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time on adolescent gamers’ psychosocial factors has been minimal. This study was designed to fill this gap to see the long-term effect of social capital among adolescent gamers. Specifically, by using the three-year longitudinal data involving 403 adolescents, we analyzed the effect of gaming time on psychological factors (i.e., loneliness, depression, self-esteem, and life satisfaction) with the moderating role of social capital. Results showed that social capital played a crucial moderating role. In the higher social capital group, gaming time enhanced the degree of self-esteem and life satisfaction. However, a vicious circle was found in the lower social capital group: Gaming time increased the degree of depression but decreased self-esteem, which in turn led to increase in gaming time. These results indicate that games work as an important tool for social capital cultivation among adolescent gamers, which imply successful cultivation of social capital is a key to positive gaming effects. Theoretical and practical implications are discussed.
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