• Title/Summary/Keyword: 디지털 중독

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The Comparative Analysis of Overseas and Domestic cases of School-based Mental Health Project: Focusing on Singapore, the U.S., and Australia (학교중심 정신건강사업의 해외(싱가포르, 미국, 호주)와 한국의 비교분석)

  • Lee, Ju-Yong;Lee, Eun-Jin;Baik, Hyung-Ui
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.789-802
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    • 2022
  • The purpose of this study is to present implications for effective operation of domestic school-based mental health services by comparing those in Singapore the United States, Australia. Based on reviewing the public data and previous article, researchers conducted a comparative study on the background, history, goal, and managing process of overseas and domestic organizations. The result of comparison in overseas cases suggests that the foundation of school-based mental health project was laid with the national health plan and detailed frame work for implementation. It was also discussed that domestic school-based mental health project is still in introduction stage, while foreign services were delivered efficiently through the leading agency and the cooperation between government ministries and institutions were active. It suggests that cooperation between government ministries, preparation of an effective operating system, and various approaches for students, guardians and teachers are need for domestic school-based mental health project.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

A Study on the Prediction Model of Nurses' Abnormal Eating Behavior (간호사의 이상섭식행위 관련 예측모형 연구)

  • Ju, Hyeon-Jeong;Jin, Su-Jin;Kwon, Young-Chae;Park, Mi-Kyung
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.399-414
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    • 2022
  • The purpose of this study was to test the structural model for the effect on abnormal eating behavior targeting 493 nurses. Results, The direct effects of variables affecting abnormal eating behavior were in the order of eating abstinence and socially imposed perfectionism, and these variables explained 85% of abnormal eating behavior. Explicit narcissism had a significant effect on abnormal eating behavior through socially imposed perfectionism and eating restraint, and sociocultural attitude toward appearance through eating restraint. In the multi-group moderating effect, the path coefficients between job stress and abnormal eating behavior, socially imposed perfectionism and abnormal eating behavior were different between groups. Therefore, it is necessary to find a way to lower the socially-imposed perfectionism and nursing intervention that can escape excessive eating abstinence.

Research on Factors Affecting General Characteristics, Hospitalization Characteristics that Affect the Occurrence of Injuries and Trauma Patients (손상 및 외상환자 발생에 영향을 미치는 일반적 특성, 입원 특성에 미치는 요인에 관한 연구)

  • Jae Seong Baek;Kwang Hwan Kim
    • Journal of Digital Convergence
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    • v.22 no.1
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    • pp.23-32
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    • 2024
  • This study selected in-depth discharge damage survey data and analyzed 92,364 patients whose main diagnosis was S00-T98 (damage, addiction, and specific other results due to external factors) based on the Korean Standard Classification of Diseases and Deaths (KCD-7th) among patients discharged from the hospital after inpatient treatment from January 2016 to December 2018. As a result of analyzing the general characteristics of injured and traumatic patients, the incidence rate of men was higher in gender, and the incidence rate of women increased as the year increased. As a result of analyzing the characteristics of injury and trauma patients other than injury, the injury intention had a high rate of unintentional damage, the damage place was the highest on the road/road, and it showed a decreasing trend as the year increased, and it showed an increasing trend in the residential area. It can be used as basic data for the establishment of a related system to prevent damage as a result of subsang.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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Validation of the Internet, Game, and Smartphone Overuse Screening Questionnaires on Adolescent Sample (인터넷, 게임, 스마트폰 과사용 선별 질문지의 청소년 대상 타당화 연구)

  • Park, Kyeongwoo;Chang, Hyein;Jeon, Hong Jin
    • Korean Journal of School Psychology
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    • v.18 no.3
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    • pp.317-349
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    • 2021
  • This study was conducted to examine the reliability and validity of the internet (IOS-Q), Game (GOS-Q), and Smartphone (SOS-Q) Overuse Screening Questionnaires in a large community sample of adolescents. To achieve this goal, data from 9,336 middle school students (male: 4,796, female: 4,540) was divided into two groups and analyzed by conducting confirmatory factor analysis and exploratory factor analysis, respectively. We conducted another confirmatory factor analysis on a separate sample of data from 4,536 elementary school students (male: 2,260 male, female: 2,276) and 6,551 middle school students (male: 3,013, female: 3,538) from other populations. As a result of factor analysis, IOS-Q was consisted of 17 items, GOS-Q was consisted of 19 items, and SOS-Q was consisted of 18 items. The IOS-Q and GOS-Q factors were psychological dependence, failure to control use despite recognizing problems, dangerous use, and reduced interest in other areas while the SOS-Q factors were dangerous and obsessive use, failure to control use despite recognizing problems, reduced interest in other areas, and withdrawal/tolerance. Each factor reflected the major facets of behavioral addiction or impulse control disorder, and the questionnaires had good internal consistencies of .880-.915. Latent profile and ROC analyses were conducted to determine cutoff points for screening high-risk groups. Lastly, theoretical and practical implications as well as the limitations of this study were discussed.

Predicting Acculturation for Chinese International Students in Korea: The Role of Social Support through SNS (SNS 이용 동기와 사회적 지지가 문화적응에 미치는 영향 - 국내 거주 중국인 유학생의 문화적응을 중심으로)

  • Moon, Shin-Il;Jia, Liao;Lee, Hyunjoo;Kim, Kitae
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.722-732
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    • 2021
  • A recent rapid growth in the number of Chinese international students in Korea has generated interest in the key factors to affect their acculturation in domestic culture. In accordance with the growing interest, the present study aims to empirically test and analyze the effects of demographics (gender, age, the length of stay, the length of Korean language education and the level of Korean language skills), SNS use patterns (personal network sizes and hours of use for Korean and Chinese SNS, and motivations of Korean or Chinese SNS uses), and social support through Korean and Chinese SNS on acculturation for Chinese international students in Korea. A total of 322 Chinese international students in Korea participated in the online survey. Results showed that use of Chinese SNS for entertainment had an negative impact on the acculturation, while the use of Korean SNS had an overall positive impact. Finally, this study suggests that the practitioners regarding the issue of acculturation for international students in Korea should focus more on specific guidelines to help their appropriate SNS uses rather than on to prevent their SNS addiction problems.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

An Exploratory Study on Development of Korean Media Educational Model (한국형 미디어교육 모형의 개발에 대한 탐색적 연구)

  • Lee, Ran;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.462-473
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    • 2017
  • This study suggested appropriate media educational model for the Korean situation based on the two previous research results concerning Korean media mental model which have abstracted from elementary schoolers and parents respectively living in and around Seoul. This looked through typical media educational model being in effect in Western countries such as Buckingham's creation-centered model, Hobbs' action-centered model, Potter's analysis-centered model and Vanhoozer's worldview-centered model, synthesized all the strengths of each model, and finally modified and reorganized this new model to reflect demanders' needs. Newly developed demander-centered educational model is a kind of circulation model consisting of a chain of the steps: worldview and viewpoints, use(access), analysis and evaluation, reflection, and social act; Each step borrowed the essential contents of each domain of objectives and tried to reflect the specific situations for Korean demanders. The needs for media use etiquette against addiction and cyberbullying were applied to the step of 'worldview and viewpoint', the needs for the educational status of books as media to 'use(access)', and the reality of highly used digital media to 'social act.'

Digitalis-like Toxic Symptoms Occurring after Accidental Nerium indicum Poisoning (우연한 협죽도(Nerium indicum) 복용에 의한 디지털리스양(digitalis-like) 중독 증상)

  • Song, Ye-Wan;Ahn, Jung-Hwan;Lee, Chung-Ah;Kim, Gi-Woon;Choi, Sang-Cheon;Jung, Yoon-Seok
    • Journal of The Korean Society of Clinical Toxicology
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    • v.7 no.1
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    • pp.19-22
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    • 2009
  • Although Nerium indicum poisoning is a globally rare occurrence, Nerium oleander poisoning is known to occur frequently in the Mediterranean regions. To our knowledge, this is the first reported case of accidental Nerium indicum poisoning in Korea. Its poisoning symptoms and signs are similar to that of digitalis poisoning, because of the presence of cardiac glycosides in Nerium indicum. A 16-year-old boy was admitted to the emergency department four hours prior to the accidental ingestion of Nerium indicum petals. The patient complained of nausea, vomiting, and dizziness. His initial vital signs were stable; laboratory blood test results were within normal levels, except for the blood digoxin level (1.5 ng/dL). An electrocardiogram (ECG) analysis showed normal sinus rhythm, progressive PR prolongation and second-degree Morbiz type I AV block. Conservative treatments including activated charcoal administration were conducted, because toxic symptoms and signs were not severe. The patient was admitted to the intensive care unit for close observation. His ECG was converted to normal rhythm after 1 day and the toxic symptoms and signs were completely resolved after 4 days.

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