• Title/Summary/Keyword: 디지털중독

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Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

Analyzing the Influence of Digital Textbook Use for Potential Risk Group of Internet Addiction and Average Group (디지털교과서 활용이 인터넷 중독 잠재적 위험군과 일반 사용자군에게 미치는 영향의 차이 분석)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.431-440
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    • 2015
  • The purpose of this study is to analyze the influence of digital textbook use for potential risk group of internet addiction and average group. For this, I selected two samples. One was a group to use digital textbook at school, the other was a group not to use that. Then each potential risk group of internet addiction were sort out in two groups by a test of internet addiction. I firstly compared a average user group and a potential risk group of internet addiction in group to use digital textbook. Also, I too did that in group not to use digital textbook. Then I analyzed the relevance of using digital textbook and internet addiction. As a result, I found that using digital textbook have not the relevance with internet addiction. But in this paper, I proposed a way to teach ICT ethical training before students use the digital textbook, because most of potential risk students of internet addiction tend to think they was influenced by digital textbook.

The Mediating Effect of Interpersonal Ability in the Relationship between COVID-19 stress and Digital Addiction in Nursing Students (간호대학생의 코로나19 스트레스와 디지털중독의 관계에서 대인관계능력의 매개효과)

  • Jin-Ju Woo;Eunju Seo
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.117-124
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    • 2022
  • This study was conducted to confirm the mediating effect of interpersonal skills on the relationship between COVID-19 stress and digital addiction of nursing students. Data were collected through an online survey from April 1 to April 30, 2022, for 207 students in the first and second grades of nursing department in two cities. The collected data were analyzed using SPSS/WIN 22.0 and AMOS 22.0 programs. As a result of the analysis, COVID-19 stress had a significant direct effect on interpersonal ability(β=.21, p=.015) and digital addiction(β=.20,p=.003). But the indirect effect was not significant, so there no mediating effect on interpersonal ability between the stress of COVID-19 and digital addiction(β=.07, p=.314). Based on the results of this study, we suggest the development of a program to identify factors affecting digital addiction and to prevent and manage digital addiction.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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Effect of Internet Addiction by Using Digital Textbook in Teenager (디지털교과서 활용이 인터넷 중독에 미치는 영향)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.253-260
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    • 2015
  • Society and science digital textbooks were developed in 2014. That have been using in some elementary and middle school. But some people worry about the internet addiction of student accelerated by using digital textbook. However I didn't agree that, because studies about that had not been performed enough. So I analyzed effect of internet addiction by using digital textbook. As a result, Internet addicted students at class to be not using digital textbook are twice as many as Internet addicted students at class to be using digital textbook. But the difference between two groups do not means according to cross analysis. Therefore, I can't conclude that using digital textbook have an adverse effect on internet addiction.

The Relation of Addiction and Sustainable Use of Social Media Service (소셜미디어 중독과 지속사용 의도에 관한 연구)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.273-280
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    • 2014
  • This study deals with the digital policy proposal through the study about the relation of the sustainable use and the addiction to social media such as facebook. Researcher tried to figure out the antecedents and consequence factors about the service addiction recognized by the social media users and to obtain the measures for the sustainable use of service and the implications for the prevention of addiction. Research results showed that 1) the individual innovation had an effect on the service satisfaction, the addiction, and the sustainable use, 2) the service satisfaction influenced on the addiction and the sustainable use, 3) the perceived service addiction had a reverse effect on the sustainable use. This is described that user's addiction recognition is the obstacle of sustainable growth in service. The proposed policy of this research is summarized as the following two. 1) When the users act the addictive using behavior, service provider has to pay attention to user's withdrawal from the service because of their addiction. 2) The government should offer healing facilities, service etc. for the addicted users and the prevention of the service addiction when they recognized their discomfort.

Analysis of Nonlinear Behavior for Addiction in Digital Sport (디지털 스포츠 중독의 비선형 거동 해석)

  • Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.977-982
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    • 2017
  • Recently, the effort that converge the sport and ICT continues together with developing ICT. The game is a representative example. The digital sport is developing as mixed type that are composed with sport and digital such as screen golf and screen bowling. The addiction problem exist in the digital sport like the addiction problem exist in general sport. In this paper, we propose the addiction model in the digital sport as fractional-order. We represent time series and phase portrait for nonlinear behavior from proposed fractional-order model and we confirms the difference between them.

A Study on Antecedents of SNS User's Addiction in the Age of Convergence: The Role of SNS Habit (융복합 시대에 소셜 네트워크 서비스 사용자들의 중독 요인에 대한 연구: 습관의 역할)

  • Kim, Byoung-Soo;Kim, Dae-Kil
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.161-168
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    • 2015
  • Given social problems of social network service (SNS) addiction, it is critical to understand user's formation mechanism of SNS addiction. Since a number of studies have demonstrated the negative outcomes of excessive SNS use, the researchers examined important antecedents of SNS addiction as SNS habit that is considered as a key driver of SNS addiction. Moreover, the effects of self-expression, network management, and information search on SNS addition formation were investigated. The proposed theoretical model was empirically tested by using longitudinal survey data collected from 206 Facebook users. The analysis results indicate that SNS habit plays an important role in forming SNS addiction. Further, self-expression, network management, and information search influence SNS addiction through SNS habit. The analysis results offer some in-depth perspectives to SNS providers and government that establish policies or digital convergence strategies to induce healthy SNS use.

The Validation Study of Korean Version of the Digital Addiction Scale for Children (한국판 아동용 디지털 중독 척도의 타당화 연구)

  • Jang, Sungho;Kim, Seohee;Lee, Dain;Shin, Sung-Man
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.840-850
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    • 2022
  • The purpose of this study is to translate The Digital Addiction Scale for Children(DASC) developed by Hawi, Samaha and Griffiths into Korean and to verify its validity. To translate and validate the original scale developed for 9-12 years old, 294 people aged 9-12 years who usually use digital devices, and exploratory factor analysis, confirmatory factor analysis, internal consistency, and validity analysis were conducted. In addition, reliability and validity analysis were conducted to confirm that this scale is a tool to measure the digital addiction of Korean children with high confidence level and validity. This study is meaningful in that it laid the foundations for related research by adapting and validating the digital addiction scale for children, which complements the limitations of the preceding measures, in accordance with the domestic situation in the situation where the digital addiction problem of children is getting serious.

A Proposal of Gamification Design Elements to prevent Game and Digital Addiction (게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.95-108
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    • 2019
  • The purpose of this study is to suggest ways to design gamification to improve the game and digital addiction. For the study, 782 of gmaification cases were collected and game mechanics and fun experience were analyzed by 4F process which is to design the effective gamification. To find the specific pattern, apriori algorithm, which is to find associated rules in transaction is applied to the 782 cases. According to the results, 63 of game mechanics associated rules are found. In the fun experience, 37 of associated rules are found. Based on the result, this study suggest the direction of gamification design for game and digital addiction improvement.