• Title/Summary/Keyword: 게임 중독

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The Relationship between Male Adolescents' ADHD Traits and Life Satisfaction: Focused on Mediating Effect of Interpersonal Initiation and Internet Game Addiction (남자 청소년의 ADHD성향과 삶의 만족 간의 관계: 대인관계 형성과 인터넷 게임중독의 매개효과를 중심으로)

  • Chung, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.212-221
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    • 2022
  • This study aimed to analyze the relationship between ADHD trait and life satisfaction among male adolescents, and to examine the mediating effect of interpersonal initiation and internet game addiction on that relationship. The participants were 285 male students from middle and high schools. For this study, World Health Organization ADHD Self-Report Scale, Interpersonal Competence Questionnaire, Internet Gaming Use-Elicited Symptom Screen, and Satisfaction with Life Scale were used. PROCESS Macro 3.5 Model 4 was used to analyze a double mediating effect. Results revealed that male adolescents' ADHD trait was negatively correlated with interpersonal initiation and life satisfaction, while it was positively correlated with their internet game addiction. And, male adolescents' interpersonal initiation was positively correlated with life satisfaction, whereas internet game addiction was negatively correlated with life satisfaction. In addition, male adolescents' interpersonal initiation and game addiction were mediating ADHD trait and life satisfaction. These findings suggest that the interpersonal initiation and game addiction should be treated to improve life satisfaction of male adolescents with high ADHD trait.

Relations of Internet Game Intoxication and the Personality of Elementary Students in Geoje City (초등학생의 인터넷 게임 중독 실태와 인성과의 관계 -거제시를 중심으로-)

  • Kang, Soon-Ho;Lee, Jae-Inn
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.75-82
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    • 2011
  • Addiction to online games has been causing many problems for elementary school students such as school life, humanity, scholarship and physique. Considering the increase in children being addicted to internet games, there are growing needs for attention and countermeasures toward the children. Nevertheless, it leaves something to be desired. Especially, studies and counterplans for the children who live in the metropolitan are not suited with the circumstances of each regional child. Therefore, it's necessary to work out new research by regional student groups. That is why this study understands fundamental facts about the usage of the internet of elementary school students living in Geoje, Gyeongnam and figures out the effects of online game addiction on the formation of character. Also, it suggests the right direction of internet use to parents and teachers, as rousing the public interest about computer game addiction.

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Relationship between Middle School Boys' Game Addiction and Anger Behavior: Focused on the Mediation Effects of Irrational Belief (남자 중학생들의 게임중독과 분노행동의 관계: 비합리적 신념의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.227-236
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    • 2014
  • This study was conducted to explore the mediation effects of irrational belief on the relationship between game addiction and anger behavior. For this study, 431 middle school boys in Chungcheong areas were included in the analysis. The results showed that game addiction was positively correlated with direct anger-out, rumination, diffusion as well as irrational belief. The boys at high risk of game addiction showed higher mean scores on irrational belief, direct anger-out, rumination: and diffusion than other students. Irrational belief (mediator) partially mediated the influence of the boys' game addiction (independent variable) on direct anger-out, rumination, and diffusion (dependent variable). Finally, limitations of this study and suggestions for future study were discussed.

Relationship between Adolescents' Internal and External Boredom Proneness and Game Addiction: Mediation Effects of Sensation Seeking (청소년들의 내적 권태성향 및 외적 권태성향과 게임중독의 관계: 감각추구성향의 매개효과)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.317-326
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    • 2015
  • This study examined the mediation effects of sensation seeking on the relationship between internal and external boredom proneness and game addiction. For this study, 567 middle school students in Kyungki and Chungcheong were included in the analysis. The results showed that both internal boredom proneness and external boredom proneness were positively correlated with game addiction. Internal boredom proneness was negatively correlated with all subscales of sensation seeking, whereas external boredom proneness was positively correlated with boredom susceptibility and disinhibition. Sensation seeking was found only to partially mediate the influence of the adolescents' external boredom proneness (independent variable) on game addiction(dependent variable). Based on these results, suggestions for game addiction intervention and future studies were mentioned.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1228-1233
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.503-506
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

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The Mediation Model Verification of Interpersonal Skills on Impulsivity, Aggression and Game Addiction: Comparative analysis on School levels (충동성, 공격성과 게임중독의 관계에서 대인관계기술의 매개모형검증: 중고등학교급별 비교)

  • Kwon, Jae-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.87-98
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    • 2010
  • This study was to verify a related model between among Impulsivity, Aggression, Game Addiction, and Interpersonal Skills. Aggression was selected as prerequisite variables. And Interpersonal Skills was selected as a mediated variable. Which affected Game Addiction. Covariance structure analysis were conducted to test research hypotheses. The results are summarized as follows. The path coefficients of (Impulsivity$\rightarrow$Interpersonal Skills), (Impulsivity$\rightarrow$Game Addiction), (Aggression$\rightarrow$Skills), (Aggression$\rightarrow$Game Addiction), (Interpersonal Skills$\rightarrow$Game Addiction) were all significant. Second, it was proved that Impulsivity and Aggression played as inducting factors to their Game Addiction tendencies, and perceived Interpersonal Skills played as inhibiting factors which leads to decrease their Game Addiction tendencies. Third, the mediator effect of perceived Interpersonal Skills in the relation between Impulsivity, Aggression and Game Addiction was significant. Fourth, divided in school levels by and the result which analyzes, the middle school students interpersonal skills did not affect in game addiction. So there was not also a mediating effect. The high student the interpersonal skills which listens influences in game addiction. And mediating effect of interpersonal skills was. Therefore for the prevention and a treatment of game addiction the method to raise a interpersonal skills will be effective in the high students.

Internet Game Addiction and the Integral Cure Methods (인터넷 게임중독과 통합적 치료방안)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.222-223
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    • 2015
  • 본 연구는 인터넷 게임중독을 치료할 수 있는 통합적 치료방안을 제시하였다. 기존에는 예방을 강조한다든지 게임클리닉센터를 통해 중독자에게 약물치료라든지 심리치료를 받게 하였다. 그러나 본 연구는 크게 세 가지 관점-인터넷 게임에 대한 문화적 이해, 인터넷 게임에 대한 심리치료, 인터넷 게임에 대한 물리치료적 접근-에 포커스를 둔 통합적 치료 방안을 제시하였다.

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A study on Prevention of internet game Addiction for Information and Communication Ethics Education (초등학생 인터넷 게임 중독 예방을 위한 정보통신윤리교육에 관한 연구)

  • Kwon, In-Hee;Go, Dae-Gon
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.91-96
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    • 2008
  • 최근 인터넷을 사용하연령대가 점점 낮아지고 있어 긍정적인 부분보다 부정적인 측면으로 중독 요인에 대하여 분석하고 인터넷 중독예방을 미연에 방지하기 위해 초등학교 정보통신 윤리교육의 필요성과 중요성이 강조되고 있으며, 다양한 정보통신 윤리교재 개발과 교사 연수 등이 실시되고 있으나 교사와 학부모 대다수는 학교, 사회, 가정에서 정보통신 윤리교육이 매우 미흡하다고 보고 있다. 인터넷의 이용은 교육적 활용에 따라 많은 가치를 지니고 있는 반면 불건전 정보의 유통, 게임 통신 중독, 정보의 오 남용 등의 정보화의 역기능 또한 가지고 있다. 학생의 올바른 정보통신윤리 교육을 위해 설문 조사를 실시하고, 관련연구와 설문결과를 바탕으로 초등학생을 대상으로 한 인터넷 게임 중독 예방을 위한 정보통신윤리교육의 체계적인 교육 내용과 방법을 제시하고자 한다.

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Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.