• 제목/요약/키워드: 디지털 중독

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학교 청소년의 인터넷중독 현상의 영향요인에 관한 연구 (A Study of the Key Factors on the Internet Addiction of the Youth)

  • 신동로;백현기;강정화
    • 디지털융복합연구
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    • 제6권3호
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    • pp.93-107
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    • 2008
  • The aim of this study was to draw some suggestions for Internet Policy by using empirical analyses of key factors in Internet addiction in youths. Internet addiction in youths is perceived as a current and significant issue throughout the world. For the purpose of this study, factors that have influence on the Internet addiction of the youth have been explored and analysed empirically of its hypothetical relationships by using the SEM(structural equation modelling). As a result, a few key factors that suggest a strong relationship to Internet addiction in youths have been drawn: subjects' personality, accessibility to the Internet, psychology and communication factor. Particularly accessibility to the Internet, and specifically the duration of time spent online causes the phenomenon of the Internet addiction. This study shows, however, the subjects' personality and communication factor have the most significant causal relationship to Internet addiction. In other word, the Internet addiction has been changing with the various factors including the factors drawn in this study, which are subjects' personality, accessibility to the Internet, psychology and communication factor. Therefore, Internet addiction should not be merely treated as the isolated problem of the Internet itself; rather it should be understood as various dimensions of society, economy, culture etc. Furthermore, some alternatives to deal with the Internet addiction should be found in various approaches.

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온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향 (Effects of online game addiction on impulsive crime through Self-control)

  • 이지엽;권두순
    • 디지털산업정보학회논문지
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    • 제13권1호
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

대학생들의 스마트폰 중독이 일상생활에 미치는 부정적 영향 (The Negative Effects of University's Students Smartphone Addition on Daily Life)

  • 안현숙;김효정
    • 디지털산업정보학회논문지
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    • 제10권3호
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    • pp.285-296
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    • 2014
  • Recently, the use of Smartphones has been widespread and changed our lives positively. Smartphones which are called as PC in the hand and spread general people rapidly are becoming a medium to use generally various functions such as internet, work, multimedia, etc. beyond the simple function of telephone communication in the past. However, the excessive use of Smartphones has also produced many side effects. The purpose of this study is to examine the Smartphone Addiction on Daily Life Impact. This model tests various theoretical research hypotheses relating to Self-Esteem, Enjoyment, Flow, Social Impact, Smartphone Addiction and Daily life impact. The proposed model is analyzed to target 299 University Students and Smart Partial Least Square(PLS) 2.0 have been utilized for deriving the study results. The Result of Hypothesis testing are as follows. First, Self-Esteem negatively influence Smartphone Addiction. Second, Enjoyment, Flow and Social Impact positively influence Smartphone Addiction. Third, Smartphone Addiction positively influence Daily Life impact. This Research makes a basic research for smart phone addiction papers that will be investigated a lot in the future.

대학생들의 SNS 이용동기, 대인관계지향성이 MSNS(Mobile Social Network Service) 중독경향성에 미치는 영향 (A Study on the influence of College Student's Usage Motivation of SNS and Interpersonal relationship orientation on MSNS(Mobile Social Network Service) addiction Proneness Addition tendencies)

  • 박종순;이종만
    • 디지털산업정보학회논문지
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    • 제12권4호
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    • pp.145-161
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    • 2016
  • The purpose of this study is to investigate influences of usage motivation of SNS and interpersonal relationship orientation on Mobile Social Network Service(MSNS) addition proneness. For this purpose, questionnaires including MSNS addition Proneness scale, usage motivation of SNS scale and interpersonal relationship orientation scale were administered to 250 college students in Seoul. Regression analysis revealed that usage motivation of SNS showed influences of interpersonal relationship orientation. The Usage motivation of SNS showed influences of MSNS addiction proneness, interpersonal relationship orientation showed partial influence MSNS addiction proneness. The result of this study implicated that level of MSNS addiction tendencies needs to be considered for counseling with used of SNS motives. This study findings would contribute in development of preventive interventions for SNS addiction and improvement program for interpersonal competence in college students. Futhermore, exploration of various ways to satisfy motivation of interpersonal relation would be helpful to reduce SNS addiction tendencies. Finally, based on the result, implications of finding, limitation and suggestions for future research were discussed.

대학생들의 테크노스트레스, 플로우, 스마트폰 중독이 스마트폰 사용만족에 미치는 영향 (A Study of on the influence of techno-stress, flow and smartphone addiction on the Satisfaction of Smart-phones use)

  • 박종순;이종만
    • 디지털산업정보학회논문지
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    • 제11권4호
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    • pp.189-202
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    • 2015
  • This paper is focused on the investigation of the negative factors from smart-phone as internal affecting the use of smartphone and found their relationship. For the validation of this study model, 300 university students randomly selected in Seoul and Gyeongnam province. The measurement model was evaluated by using SPSS 18.0, and the evaluated result was summarized as follows. First, it was found that the techno-stress of smartphone user significantly associated with the fun and pleasure felt from using smatphone. It was assumed that a higher techno-stress negatively affects fun and pleasure from using smartphone. Second, the techno-stress of smartphone users was found to affect smartphone addiction. This means that more techno-stress users feel as they use smartphone, the more tendency to smartphone addiction. Third, flow was significantly associated with the smartphone addiction. Forth, Flow was significantly associated with satisfaction of the smartphones use. Fifth, it was indicated that when users had more flow and addiction from using smartphone, their satisfaction level was also higher.

무선 통신을 활용한 기능성 미로 찾기 장치 (Find Maze Functional Devices using Wireless Communication)

  • 김호준
    • 한국정보전자통신기술학회논문지
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    • 제8권6호
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    • pp.478-482
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    • 2015
  • 치료적 효과에 대한 선행연구의 분석 결과로 게임놀이치료가 ADHD, 틱장애, 의사소통 발달 장애, 자폐성 등과 같은 장애를 가진 아동의 주의집중력, 과잉행동 및 틱증상 감소, 언어적 의사소통 증가, 부적절한 사회적 행동 감소 등과 같은 사회 정서 발달에 효과적인 것으로 보고되었다. 본 연구는 아날로그와 디지털을 병합한 디지로그 방식의 놀이치료 컨텐츠를 개발하고자 한다. 이는 일반인을 비롯하여 치매노인, 지적장애인등의 치료에도 효과적인 방법이라 판단이 된다. 또한 아날로그 놀이와 디지털적 요소들을 융합하여 유아 스마트폰 중독이 초래하는 문제점을 방지하기 위한 디지로그적 관점의 새로운 놀이 시스템을 개발하고자 한다.

소셜 게임 특징이 몰입을 통해 중독에 미치는 영향 (Effects of Social Game Features on Addiction through Flow)

  • 이은정;변상해
    • 디지털산업정보학회논문지
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    • 제14권4호
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    • pp.205-218
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    • 2018
  • The purpose of this study is to examine the factors that the characteristics of Protection Motivation Theory affects the addiction of social game users in Korea and then, to verify how these factors make an impact on the addiction through the immersion. The characteristics of protection motivation theory are vulnerability, severity, efficiency, and disability, and we want to study the influence of each characteristic on social game flow and the relationship leading to addiction. The results of this research can be useful for 'social game addiction prevention education'. This study was conducted to survey the users who had experienced using the social game to verify the suggested hypothesis. As the results of the survey, first of all, vulnerability appeared to have a positive effect on the flow. Secondly, severity appeared not to have a positive impact on the flow. Thirdly, efficiency turned out to affect the flow. Fourthly, disability turned out to have a positive impact upon the flow. Lastly, flow was revealed to make a positive impact on the addiction. The results of this study will help to construct the content of 'social game addiction prevention education program'.

스마트폰 이용의 부작용 유형 분석 및 대응 방안 (Type Analysis and Countermeasures of Side Effects of using Smart Phone)

  • 김태희;강문설
    • 한국정보통신학회논문지
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    • 제17권12호
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    • pp.2984-2994
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    • 2013
  • 스마트폰의 등장은 컴퓨터를 손바닥 안으로 옮기는 혁명을 가져왔으며, 그 혁명은 생활의 편리함과 즐거움을 제공하는 스마트 사회를 선도하고 있지만, 스마트폰 증후군을 포함한 부작용 요소가 과거의 그 어떤 IT 기기들보다 더욱 폭넓고 다양한 형태로 나타나고 있다. 본 논문에서는 스마트폰 이용 목적별로 위험 요인을 중심으로 부작용 유형과 유형별 핵심 이슈를 도출하고 이를 토대로 사회적 영향을 진단하였다. 그리고 진단 결과를 토대로 바람직한 스마트폰 활용에 대한 사회적 이해와 공감대가 형성될 수 있도록 부작용을 최소화하기 위한 대응 방안을 제시하였다. 제시한 대응 방안은 스마트 사회의 창의 협력 소통 오락통의 플랫폼인 스마트폰을 바람직하게 활용하게 함으로써 가시적이고 잠재적인 부작용에 대해 체계적으로 대응할 수 있을 것이다.

운동박탈에 따른 운동중독자의 정서적 변화에 대한 뇌 생리심리적 접근: EEG 대뇌반구비대칭활성화 차이지표 적용 연구 (The relationship between EEG prefrontal asymmetry and emotion following exercise deprivation in people with exercise addiction)

  • 김성운;김한철
    • 디지털융복합연구
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    • 제14권10호
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    • pp.521-534
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    • 2016
  • 본 연구의 목적은 운동박탈이 운동중독자의 심리적 변화에 미치는 영향을 알아보기 위해 EEG 대뇌반구의 비대칭 활성화 지표를 통해 검증하고, 그 연구결과를 바탕으로 운동중독자들이 운동박탈을 경험할 때 나타나는 정서적 변화에 대한 기전을 규명하는데 있다. 본 실험에 참여한 피험자들은 20명이며, 운동박탈 후 나타나는 정서변화를 알아보기 위해 집단(실험집단, 통제집단)에 따른 시점별(운동박탈 전, 운동박탈 3일 후, 운동박탈 5일 후) 긍정과 부정적 정서 그리고 집단에 따른 EEG 대뇌반구 비대칭 차이지표를 비교분석하기 위하여 반복측정이원분산분석을 실시했으며, 사후검증을 실시했다. 본 연구결과 운동중독자에 운동박탈이 발생할 경우 감정이 부정적으로 바뀐다는 것을 확인하였다. 또한 본 연구는 기존의 운동박탈 연구에서 활용한 질적 연구 방식과 자기보고서 방식에서 벗어나 뇌 생리심리적 접근인 뇌파를 활용하여 좀 더 객관적이고 과학적으로 운동박탈에 대한 정서적 기전을 제시했다고 사료된다.

온라인게임 연구를 위한 현상학적 연구의 논리와 방법 (Logic and Method of Phenomenological Research for Online Games)

  • 김기석;심선애;정형원
    • 디지털융복합연구
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    • 제13권11호
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    • pp.321-329
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    • 2015
  • 본 연구는 온라인게임 연구를 위한 현상학적 연구의 논리와 방법을 통해 게임의 문화적 특성을 이해하고 게임이용자들의 특성, 중독, 문화, 성격, 특징, 유형 등 다양한 연구를 하게 되는 많은 연구자에게 현상학적 연구방법을 제안함을 목적으로 하고 있다. 특히 현상학적 연구의 논리와 방법을 통해 게임문화를 연구하는 방법을 조명하였다. 현상학적 연구방법은 게이머의 경험과 인간 현실의 구체적이고 생생한 삶의 맥락을 이해하는 방법으로 게임문화를 이해하는 데 도움이 될 것이다. 본 연구를 통해 게임에 대한 관심과 새로운 연구방법에 관심 있는 많은 연구자가 더욱 흥미롭고 끈기 있는 현상학적 연구가 이어가길 바란다.