• Title/Summary/Keyword: 게임중독성향

Search Result 24, Processing Time 0.023 seconds

Comparison of Anger Expression Style and Cognitive Characteristics among Male adolescent game users depending on the level of Game Addiction and Engagement (게임중독 및 관여 수준에 따른 남자 청소년 게임사용집단의 분노표현양상과 인지적 특성 비교)

  • Lim, Jeeyoung
    • Journal of Digital Convergence
    • /
    • v.15 no.10
    • /
    • pp.339-348
    • /
    • 2017
  • This study was conducted to examine the differences of anger expression style and cognitive characteristics among adolescents depending on the level of game addiction and game engagement. 420 high school boys were administered the Game Addiction/Engagement Scale, Behavioral Anger Response Questionnaire to measure anger expression style, and Irrational Belief Scale to measure cognitive characteristics. The results of correlation analyses showed that addiction had positive correlations with all the irrational belief factors and behavior anger factors except for assertion and avoidance. Engagement was positively correlated with all the variables except for direct anger-out, avoidance, and self-downing. Participants were divided into three groups depending on the level of addiction and engagement. Addiction high risk-low engagement group showed the lowest scores on support-seeking and the highest scores on diffusion and self-downing. Addiction high risk-high engagement group showed the highest scores on direct anger-out. Based on these findings, it was suggested that counselling strategies for adolescents at high risk of game addiction need to be varied depending on the level of game engagement.

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.11
    • /
    • pp.644-652
    • /
    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

The Survey on the Degree of Link with Internet Space and a Internet Addiction Disposition of Adolescents (청소년의 인터넷 접촉 정도와 중독성향에 대한 조사)

  • Sang-chul Han
    • Korean Journal of Culture and Social Issue
    • /
    • v.9 no.2
    • /
    • pp.19-39
    • /
    • 2003
  • The purpose of this study was to investigate the degree of link with internet media and a internet addiction disposition of adolescents. The subjects were 500 students attending to middle and high schools consisted of male and female. The instruments were "the questionnaire on the present conditions of internet use" consisted of 14 items(Cronbach's α=.71) and "the internet addiction rating scale" consisted of 20 items(Cronbach's α=.73). These questionnaire were revised by this researcher. For data analysis, chisqure and ANOVA were used. The main results were as follows. First, a boy students and the vocational high school and the middle school each have more negative response than a girl students and the humanistic high schools in the present conditions of internet use and the judgement on a harmful object of internet space. Second, a boy students have higher than a girl students in an internet addiction disposition. Third, an internet addiction related with the times link with internet, the type of internet game, and the content of internet space(a lustful and violent objects). The various methods for the prevent with the internet addiction of adolescents discussed with based on the previous studies.

  • PDF

The Influence of Stress on Game Addiction in University Students: Moderating Effect of Human Relation Skills (대학생의 일상생활 스트레스가 게임중독에 미치는 영향: 대인관계 기술의 조절효과)

  • Kang, Moon Sil;Kim, Yoon Sook;Kim, Young Hee
    • Journal of Service Research and Studies
    • /
    • v.6 no.2
    • /
    • pp.65-82
    • /
    • 2016
  • This study examined the influence of university students' stress in their daily lives on game addiction, and investigated whether the human relation skills has a moderating effect on their daily life stress. For this study, surveys of 222 university students were collected and analyzed with SPSS 18.0 program. The results of this study are as follows: First, the participants displayed lower human relation skills as the level of stress from the studies increased. In contrast, the participants displayed higher human relation skills as the level of stress from future plans and family relations increased. Second, as the level of game addiction increased, human relation skills were found to be lower. Third, the university students' stress from daily lives had a static effect on game addiction. The participants displayed tendency of game addiction as they had high levels of stress from their studies, financial issues, future plans, values, family relations, and human relations with people apart from their family. Among the listed factors of stress, the stress from the studies most strongly influenced the participants to be addicted to games. Fourth, among the sub-factors of stress in the university students, issues in future plans and family relations significantly control the game addiction. Studies on this area has been insufficient. From the study, it is found that in order to prevent university students to be addicted to games, they must cope well with their stress. Furthermore, this study carries its significance in finding the results that human relation skills contribute as a part of dealing with stress.

Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.15 no.4
    • /
    • pp.277-301
    • /
    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

Adolescents' Self-control and Big Five Personality Types Affecting Maladaptive and Adaptive Computer Game Use State (청소년의 Big Five 성격 유형과 자기 조절 성향이 게임 과용, 선용 행태에 미치는 영향)

  • Kim, YoungBerm;Lee, SangHo
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.24 no.4
    • /
    • pp.65-77
    • /
    • 2019
  • Adolescents reach the game-use states of adaptive and maladaptive by the absorption to computer game. Authors claimed that the two states are commonly related with the time of game-use, and the degree of them are distinctive according to adolescent individuals, specifically their self-control propensity. Authors proposed a conceptual research model that Big Five personality types predict their self-control which moderates the relationships from game use-time to the maladaptive and adaptive states. The data to test its validity and reliability had been sampled 999 Korean students in elementary school, middle school, and high school. Resultingly, the openness and conscientiousness of the adolescents affected positively on the self-control, which moderated negatively the relationship from the game use time to the maladaptive use state, but the positive moderation on the relationships from game use time to adpative state was not significant. These results mean that we could apply teenager's Big Five personality type and their self-control traits as a tool for preventing teens from the overuse state like addiction.

A Study on Actual Conditions for Internet Addiction of Teenagers - For high school student in Younggwang area- (청소년의 인터넷 중독실태에 관한 연구 -영광지역 고등학생을 중심으로)

  • 박미자;이귀상
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2004.10b
    • /
    • pp.589-591
    • /
    • 2004
  • 인터넷 이용률이 급속하게 증가하면서 사회적 문제로 중독증이나 사이버 범죄와 같은 점보화의 역기능이 사회전반에 걸쳐 확산되었다. 특히 청소년들의 인터넷 중독이 심각한 사회적 문제로 대두됨에 따라 도시지역 청소년에 대한 인터넷 중독관련 연구는 다양하게 이루어지고 있으나, 농어촌 청소년에 대한 연구는 거의 없는 상태이다. 이에 본 연구에서는 영광지역의 고등학생 400명을 대상으로 인터넷 이용실태에 대한 설문조사와 김현수(2000)가 번안한 Young의 인터넷 중독 검사지를 이용하여 인터넷 중독 설문조사를 하였다. 연구결과 평균사용자는 44.2%, 초기 중독사용자 53.16%, 심각한 중독사용자 2.7%로 나타났으며, 학년별 초기 인터넷 중독 성향을 보면 1학년 52.9%, 2학년 66.3%, 3학년 50%의 비율을 보이고 있고, 인터넷을 이용한 모든 활동을 보면 온라인게임, 정보검색, mp3파일 다운로드, 동호회 활동등의 순으로 나타났다. 본 연구에서는 초기 중독자와 심각한 중독을 합하여 중독경향 군으로 통합하였다. 따라서 55.8%에 해당하는 학생이 인터넷 중독에 빠질 수 있는 가능성이 있다고 볼 수 있다. 이러한 상황임에도 학교현장에서는 전혀 인터넷 중독에 대한 교육이 이루어지지 않고 있어, 이들에 대한 지속적인 교육이 필요할 것으로 생각된다.

  • PDF

The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence (온라인 게임에서 사회적 상호작용이 충만감과 중독에 미치는 영향: 오프라인 의존성의 조절효과)

  • Kim, Yong-Young
    • Information Systems Review
    • /
    • v.12 no.3
    • /
    • pp.117-139
    • /
    • 2010
  • Online games are not only tools for enjoyment, they are also the linking pins connecting between the online and the offline worlds. The effects affecting other domains can be termed 'spillover'. With the process behaving as forward and reverse spillovers, there are interaction effects on online and offline behavior. However, there is little research dealing with the spillover effects from the offline to the online domain. This study concentrates on the individual behavior of online garners centering on offline dependence. With the purpose of finding the factors affecting both flow and immersion, I am interested in the moderator effect of offline dependence influencing both flow and immersion from social interaction. A research model is developed and a survey research is conducted from one of universities in Korea. The results show that flow is strongly influenced by skills, challenge, and social interaction, but immersion is only influenced by skills and social interaction and not challenge. The findings reveal that the moderating effect of offline dependence affects only the relationship from social interaction to the immersion on the lower offline dependence group.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.401-410
    • /
    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.223-239
    • /
    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.