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Weekday Internet Game Times and Domestic Factors of Middle & High School Students

중고등학생의 평일 인터넷 게임시간과 가정환경 요인

  • Kim, Eun Yeob (Department of Health Administration, SEOYOUNG University) ;
  • Lee, Jee Young (Graduate school of Public Health, KOREA University)
  • 김은엽 (서영대학교 보건행정과) ;
  • 이지영 (고려대학교 보건대학원)
  • Received : 2012.08.13
  • Accepted : 2012.11.08
  • Published : 2012.11.30

Abstract

Most middle and high school students in Korea use internet for gaming and recreation. This study aimed to classify middle and high school students according to amount of time they spend playing games and analyze relationship domestic factors. Weekday game times and environmental factors of the adolescents in Korea. The group with average game time of 30 min, 0:30-1:30 hours, 1:30-3:00 hours, over 4:00 hours. Subjects in this study were 6,487 middle and high school students. For the category "thoughts about game characters", the group with average game time of 1:30~3:00 hours replied "not at all" but the group with average game time of over 4:00 hours replied "sometimes", which was significantly different from the previous group. Similarly, for the category "lack of time for homework", the group with average game time of 1:30~3:00 hours replied "not at all", which significantly differed from the "sometimes" response from the group with average game time. For satisfaction with interest, "average" was the most frequent response from all the groups. Analyzing correlation of factors influencing game addiction in subjects with game time showed that factors related to game addiction diagnosis and academic performance were especially different in the group with average game time of over 4:00 hours compared to other groups. Nowadays internet has taken a large and significant part of our life such that a life without internet is hard to imagine, and our dependency on internet has risen at the same time. Accordingly, education on appropriate utilization and correct usage of internet to youths who lack self-control and judgment is very needed.

우리나라에서 대부분의 중고등학생이 인터넷으로 게임과 오락으로 여가활동하는 것으로 나타났다. 이에 본 연구는 중고등학생의 인터넷 게임사용 시간에 따라 그룹화하고 가정환경 요인과의 관계를 알아보고자 하였다. 그룹은 평균 30분미만 그룹, 30-1시간30분 그룹, 1시간30분-3시간 그룹, 4시간 이상 그룹으로 하였다. 대상자는 중고등학생 6,487명을 대상으로 하였다. 게임 속 캐릭터에 대한 생각에서는 평균 1:30~3:00시간 미만 그룹은 전혀 그렇지 않다고 응답하였으나, 평균 4:00시간 이상 그룹은 때때로 그렇다고 유의한 응답을 보였다. 게임으로 인한 숙제시간 부족에서도 평균 1:30~3:00시간 미만 그룹은 전혀 그렇지 않다고 응답하였으나, 평균 4:00시간 이상 그룹은 때때로 그렇다고 유의한 응답을 보였다. 여가만족-흥미에서도 모든 그룹이 보통이다고 가장 높은 응답을 보였다. 본 연구결과 대상자의 인터넷 게임 중독에 영향을 미치는 요인을 평일 인터넷 게임시간으로 분석한 결과 특히 인터넷 게임중독 진단과 학업성적 등과 관련된 변수에서는 평균 4:00시간 이상 그룹에서 다른 그룹과 뚜렷하게 구분되었다. 이제는 인터넷이 없는 생활은 생각하기 힘들만큼 우리 생활에서 크고 중요한 자리를 차지하게 되었으나, 또한 중요성이 증가한 만큼 인터넷에 대한 우리의 의존도도 함께 높아진 실정으로 자제력과 판단력이 미흡한 아동청소년들에게 인터넷의 적절한 활용과 올바른 사용에 대한 교육이 더욱 필요하다.

Keywords

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