• Title/Summary/Keyword: 게임 중독

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Interrelation of Internet Game Addiction and Depression of an Undergraduate Student (대학생의 게임 중독과 우울감과의 상관관계)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.417-420
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    • 2010
  • 본 논문은 대학생을 대상으로 인터넷 사용 및 인터넷 게임 중독 상태를 알아보고 인터넷 게임 중독에 따른 우울 정도를 알아보기 위하여 설문조사를 실시하였다. 그 결과 연구 대상자들의 인터넷을 사용하는 주된 목적은 과제나 기타 정보를 수집하기 위하여 사용한다고 응답한 경우가 67명(33.5%)로 가장 많았고 두 번째가 게임으로 54명(27.0%)으로 나타났다. 연구 대상자들의 인터넷 게임 중독 정도에 대한 결과는 일반 사용자 군은 175명(87.5%), 잠재적 위험 사용자 군은 23명(11.5%), 고위험 사용자 군은 2명(1.0%)으로 나타났다. 연구 대상자들의 우울 정도에 대한 결과는 정상 상태가 172명(86.0%)으로 나타났고 약간 우울한 상태가 11명(5.5%)이고 상당한 우울 상태가 7명(3.5%)으로 나타났으며 매우 심한 우울 상태는 10명(5.0%)으로 나타났다. 연구 대상자들의 중독 정도에 따른 우울 정도에 대한 결과는 일반 사용자 군에서도 약간 우울한 상태인 대상자가 8명(4.6%)이고 상당한 우울 상태인 대상자는 5명(2.9%)이고 매우 심한 우울 상태인 대상자도 7명(4.0%)이나 되는 것으로 나타났으며 잠재적 위험 사용자 군에서도 약간 우울한 상태인 대상자가 3명(13.0%)이고 상당한 우울 상태인 대상자도 2명(8.7%)이며 매우 심한 우울 상태인 대상자도 1명(4.4%)으로 나타났고 고위험 사용자 군에서는 2명(100.0%) 모두 매우 심한 우울 상태를 보이는 것으로 나타났다.

Study on the Contexts and Meanings of Adolescents' Addictive Game Play (청소년의 중독적 게임하기 맥락과 의미에 관한 연구)

  • Jeon, Gyongran;Lim, Sohei
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.83-94
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    • 2012
  • Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.

Impact of Male Adolescents' Game Addiction on Aggression: Focused on the Mediation Effects of Deficiency on Executive Function (남자 청소년의 게임중독이 공격성에 미치는 영향: 집행기능결함의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.122-130
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    • 2014
  • The purpose of this study is to explore the mediation effects of deficiency on executive function for male adolescents' game addiction and aggression. For this study, 120 male high school students in Chungnam areas were included in the analysis. The results showed that game addiction showed significant correlations with both deficiency on executive function and aggression. Adolescents addicted to games tended to exhibit higher aggression and more deficiency on executive function than adolescents without game addiction. Deficiency on executive function (mediator) partially mediated the influence of the adolescents' game addiction (independent variable) on aggression (dependent variable). Based on these results, it was suggested that self-instructional training would be helpful for game-addicted adolescents to enhance self-control. Finally, limitations of this study and suggestions for future research were discussed.

A Study on Difference of Internet Game Addiction Tendency According to The Game with Use (인터넷 게임 사용 실태에 따른 게임 중독 경향의 차이에 관한 연구)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.159-166
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    • 2008
  • The purpose of this study is to examine the usage of time for internet game in students of college and analyse the addiction and verify the relation between elements of the capacity of self-control and internet game addiction. The result show that the use time and the duration of daily internet game have influence on the internet game addiction(p<0.05) and also show that they have highly influence(+) on the relation elements of self-control : the trouble of studies, the loss of human relation, the confusion between the real and virtual, and the escapism.

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An Efficient Authentication Method of User using Smartphone Game (스마트폰 게임 사용자의 효율적인 인증 방법)

  • Jeong, Yoon-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.257-258
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    • 2013
  • 최근 스마트폰이 대중화 되면서 스마트폰을 사용하는 사용자의 계층이 다양화되고 있다. 그러나 스마트폰을 사용하는 사용자 계층 중 청소년이 다른 계층보다 스마트폰 게임에 쉽게 중독되어 다른 일상 생활이 힘든 상황이 발생하고 있다. 본 논문에서는 스마트폰 게임을 통해 일상 생활이 불가능한 청소년을 대상으로 게임 사용을 강제적으로 조절할 수 있는 인증 프로토콜을 제안한다. 제안 프로토콜은 사용자의 게임 시간과 접속 횟수 등의 정보를 이용하여 게임 사용을 자제하도록 함으로써 사용자의 게임중독을 예방하는 것을 목표로 하고 있다. 또한, 청소년이 온라인 게임 상에 물품을 구입할 경우 청소년의 부모에게 게임 아이템구입 확인 메시지를 전달하여 게임 사용을 제한한다.

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Effects of Adolescents' Game Addiction on Depression: Moderating Effect of Self-control (청소년의 온라인 게임 중독이 우울증에 미치는 영향: 자기통제의 조절효과 검증)

  • Kim, Song-Hee;Hwang, Sun-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.383-391
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    • 2020
  • The purpose of this study was to identify the moderating effect of self-control in the relationship between online game addiction and depression among adolescents exposed to the online game environment. A total of 378 respondents who are high school students in K Metropolitan City were selected for the current study. The process macro program developed by Andrew F. Hayes was used to analyze for the moderating effect and the SPSS 25.0 program was used for frequency, descriptive statistics, and correlation analysis. The results showed that online game addiction in adolescents had a significant positive effect on depression and self-control had a negative effect on depression, and self-control had a moderating effect on the relationship between online game addiction and depression in adolescents. The higher the online game addiction among adolescents, the higher the depression, and the influence depends on the level of self-control.

Relationship between Middle School Boys' Boredom Proneness and Game Addiction : Focused on the Mediation Effects of Impulsiveness (남자 중학생들의 권태성향과 게임중독의 관계: 충동성의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.610-618
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    • 2014
  • The purpose of this study was to examine the mediation effects of impulsiveness on the relationship between boredom proneness and game addiction. For this study, 364 middle school boys in Kyungki and Chungcheong areas were included in the analysis. The results showed that boredom proneness was positively correlated with impulsiveness and game addiction. Impulsiveness was found to fully mediate the influence of the boys' boredom proneness (independent variable) on game addiction(dependent variable). Based on these results, strategic interventions including impulsiveness control and self-leadership training were suggested to prevent game addiction.

Factors Affecting Higher Grade Elementary school students' Internet Game Addiction: Focus on Gender Differences (초등학교 고학년 학생들의 인터넷 게임중독 영향요인: 남여비교)

  • Jee, Young-Ju;Kim, Kyoung-Nam;Kim, Young-Hae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.5023-5030
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    • 2014
  • This study examined the factors predicting internet game addiction in higher grade elementary school students according to gender in two cities. The participants were 300 elementary school students who were in the $4^{th}$, $5^{th}$ and $6^{th}$ grades. Data was collected by structured questionnaires from April 1 to June 15 2013, and analyzed using SPSS WIN 14.0. The scores of internet game addiction for elementary school students were 28.82 and 24.61 for boys and girls, respectively. The adjustment to school life predicted internet game addiction in 14% of boys. The adjustment to school life and satisfaction with school life predicted internet game addiction in 15% of girls. The factors affecting highly effective intervention techniques need to be applied to the development of programs to prevent Internet game addiction in elementary school students in the $4^{th}$, $5^{th}$ and $6^{th}$ grades.

A Study on the Code of Disease of Game Addiction and the Classification of Sin Stocks for Game Companies (게임중독의 질병코드 규정과 게임 기업의 죄악주 분류에 관한 연구)

  • Rhee, Chang Seop;Rhee, Hyunjung;Hue, Kwangbok
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.364-371
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    • 2019
  • The World Health Organization (WHO) announced the 11th International Classification System (ICD-11), which classifies game addiction as a disease in 2018. Sin stocks are defined as the companies that have negative addictive properties and are taxed on social costs. If a game disorder is listed in the disease classification system in Korea, it is highly likely that Korean game companies may be considered as sin stocks that causes negative addictive properties and social costs such as the game addiction and the game addiction tax. This suggests that game companies could be newly included in the scope of sin stocks in Korea. In this study, we examine the effect of the inclusion of game companies in the scope of sin stocks on the job preferences of game companies. We found that there is a high level of opposition to the opinion of the listing sin stocks of game companies, and a high degree of addiction and gambling was suggested as the cause of the game companies being classified as sin stocks. We also found that firm value and job preference would be decrease if a game company was classified as sin stocks. The study is meaningful in that it suggests that game companies can be perceived negatively as sin stocks due to the disease code of game disorder, which has recently emerged as a social issue. Also, this study will contribute to the academia and market participants by reporting statistically the effect of the classification of sin stocks in game companies on job preferences for game companies.

A Study on the Effects of Internet Games Shutdown Policy in Korea (한국의 인터넷 게임 셧다운제 정책의 효과성에 대한 연구)

  • Jeon, Jong-Soo
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.99-108
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    • 2014
  • This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.