• Title/Summary/Keyword: 문제도박

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A Qualitative Study on the Gambling Experiences of delinquents Juvenile Dropouts (학교 밖 비행청소년의 도박경험에 관한 질적연구)

  • Kim, Jin-Woong;Kim, Ju-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.229-238
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    • 2019
  • The purpose of this study is to understand in depth the gambling experiences of delinquent juveniles who have dropped out of school and analyze the content and meaning of gambling experiences. Thus, utilized a Giorgi's phenomenological research method. Data was gathered through in-depth interviews, and the gambling experiences of six youths who are under juvenile law protective disposition were examined through a four-step analytic process. From the results, 6 parent components and 18 sub-components were derived. That is, "the temptation of close gambling", "trapped in the bridle of gambling", "deterioration of life", "damaged of non-official networks relationship", "corruption of existence" and "attempts to escape gambling" were appeared. These results are meaningful because they have allowed researchers to identify the essential meaning and experiential structure of delinquents juvenile' gambling experiences outside of school, which has not been studied thus far. Further, this study has empirical value as its framework includes a joint analysis in terms of welfare and gambling addiction and focuses on a precarious population-delinquent juveniles who have dropped out of school. The results provide a foundation from which practical implications and policy alternatives for the prevention and treatment of gambling problems in delinquent juveniles dropped out of school.

Qualitative Research on Gambling Experience of Male College Students -Focused on Sports Toto- (남자 대학생의 도박 경험에 관한 질적 연구 - 스포츠토토를 중심으로 -)

  • Choi, Jung-Hyun;Yang, Young-Mi;Kim, Seong-Ui
    • Journal of Convergence for Information Technology
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    • v.9 no.3
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    • pp.44-55
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    • 2019
  • The purpose of this study was to investigate the experiences of male college students through sport toto gambling and to provide basic data on the prevention program for male college gambling addicts. Participants in the study were eight male college students who were interviewed in depth and analyzed according to Colaizzi's phenomenological study method. As a result of this study, four categories of experiences were derived as follows: Like the wind that rushes to the sea, Tears of remorse, A locked down life and On a dream day. Research shows that sports toto is easy to access and has a lot of interesting factors, however it has been found out that male college students have a great risk of falling into addiction aiming to win at once like ordinary gamblers. Therefore, this study suggests that gambling preventive education and counseling are necessary for male college students who like sports.

An Effective Method for Blocking Illegal Sports Gambling Ads on Social Media

  • Kim, Ji-A;Lee, Geum-Boon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.201-207
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    • 2019
  • In this paper, we propose an effective method to block illegal gambling advertisement on social media. With the increase of smartphone and internet usage, users can easily access various information while sharing information such as text and video with a large number of others. In addition, illegal sports gambling advertisements are also continue to be transmitted on SNS. To avoid most surveillance networks, users are easily exposed to illegal sports gambling advertisement images by including phrases in the images that indicate illegal sports gambling advertisements. In order to cope with these problems, we proposed a method to actively block illegal sports gambling advertisements in a way different from the conventional passive methods. In this paper, we select words frequently used for illegal sports gambling, classifies them into three groups according to their importance, calculate WF for each word using weighted formula by degree of relevance and frequency, and then sum the WF of the words in the image. Blocking, warning, and passing were determined by cv, the total of WF. Experimenting with the proposed method, 193 out of 200 experimental images were correctly judged with 96.5% accuracy, and even though 7 images were illegal sports gambling advertisements. Further research is needed to block 3.5% of illegal sports betting ads that cannot be blocked in the future.

Effects of Positive Psychology-Based Music Therapy on Family Members' Attitudes Towards Gambling Addicts (긍정심리기반 음악치료가 도박중독자에 대한 가족구성원의 태도에 미치는 영향)

  • Yoon, Hyae-Young;Seo, Sang-Beom;Park, Ji-Yeon
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.269-279
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    • 2019
  • The purpose of this study was to investigate if a positive psychological-based music therapy program for gambling addicts' families, causes explicit or implicit attitude change towards gambling addicts. The study focused on families with gambling addicts, who use counseling centers for gambling addiction, or participate in GAM-ANON (GA). The experimental group (n=11) participated in 8 sessions of a positive psychology-based group music therapy program, and the control group (n=8) participated in 8 sessions of personal counseling, or GA family gatherings. To confirm treatment effectiveness, the attitude towards the family relationship, was measured by the explicit (Family Relation Scale) and Implicit Association Task (IAT) methods. Additionally, change in emotions including and anger (PANAS, HBDIS), was measured. Results of the study showed that positive emotions increased significantly, in the positive psychotherapy-based music therapy group compared, to the control group. However, in the treatment group with implicit attitudes, the rate of association of negative words with families accelerated significantly, suggesting that gambling addicts' families may have higher negative emotions. For the future, we discussed the necessity of providing a treatment program, that can directly lead to changes in attitudes of family members of gambling addicts.

Testing an Explanatory Model for Preventing College Students' Problem Gambling (대학생의 문제도박 예방에 대한 설명모형 구축 및 검증)

  • Park, Hyangjin;Kim, Suk-Sun
    • Research in Community and Public Health Nursing
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    • v.29 no.1
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    • pp.97-107
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    • 2018
  • Purpose: A mediated model of Korean college students' problem gambling based on Blaszczynski and Nower's pathway model is developed and tested to explore mediating roles of self-control and irrational gambling beliefs in the association between emotionally vulnerable variables and problem gambling. Methods: 273 student participants recruited from 4 universities in Seoul and Gyeonggi, Korea responded. Data were collected with a structured self-report questionnaire comprising measures of problem gambling, depression, anxiety, coping styles, irrational gambling belief, and self-control. Results: The modified research model provides a reasonable fit to the data. Depression, anxiety, reflective coping, irrational beliefs, and self-control turned out to have direct effects on problem gambling, while indirect effects were reported in some suppressive and reactive styles. These predictors account for 38% of the college students' problem gambling. Conclusion: The findings suggest that developing intervention programs for reducing depression, anxiety, irrational gambling beliefs, and increasing reflective coping and self-control are needed to prevent Korean college students'problem gambling.

Recovering Process from Gambling Addiction (도박중독자의 회복과정 : 수렁에서 빠져나오기)

  • Yoon, Myeong-Sook;Chae, Wan-Soon
    • Korean Journal of Social Welfare
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    • v.62 no.3
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    • pp.271-297
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    • 2010
  • The purpose of this study was to develop the entity theory on the recovering process from gambling addiction. This study focused on "What is the process of getting out of the pit of gambling addiction?" based on grounded theory methodology suggested by Strauss and Corbin(1990). The subjects of this study were 7 male gambling addicts living in Jeonbuk area. As the result of this study, a total of 97 concepts were drawn, which were classified into 28 subcategories and 16 superordinate categories. The results of analyzing the categories by paradigm showed that in the process of overcoming gambling addiction, the casual condition was 'Being cut off money; 'Losing the will', and the contextual condition corresponding to this phenomenon was 'Shame', 'Repent', and 'Wanting to die'. The core phenomenon was 'Giving up the dream of hitting the jackpot'. The intervening condition to boost this core phenomenon was 'Being helped by friends', 'Being supported by the police', 'Being led by the family', and 'Showing the willpower'. The action/interaction strategies were identified as 'Cutting off the flow of funds', 'Overcoming the temptation of gambling', and 'Diverting attention to other things', ending up 'Being conscious of family', 'Growing up', and 'Being free'. The core concept in the process of overcoming the gambling addiction was revealed as 'Being free by giving up the dream of hitting the jackpot'. The process of getting over the gambling addiction was 'The dream of hitting the jackpot being shattered', 'Giving up the dream of hitting the jackpot', 'Getting out of it', and 'Being free'. The study participants were classified into four types; 'Challenging type', 'Enjoying type', 'Showing off type', and 'Obsessive type'. This study was expected to have significance in establishing the first theory in Korea on the recovering process of gambling addict.

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Development of an Intelligent Illegal Gambling Site Detection Model Based on Tag2Vec (Tag2vec 기반의 지능형 불법 도박 사이트 탐지 모형 개발)

  • Song, ChanWoo;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.211-227
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    • 2022
  • Illegal gambling through online gambling sites has become a significant social problem. The development of Internet technology and the spread of smartphones have led to the proliferation of illegal gambling sites, so now illegal online gambling has become accessible to anyone. In order to mitigate its negative effect, the Korean government is trying to detect illegal gambling sites by using self-monitoring agents or reporting systems such as 'Nuricops.' However, it is difficult to detect all illegal sites due to limitations such as a lack of staffing. Accordingly, several scholars have proposed intelligent illegal gambling site detection techniques. Xu et al. (2019) found that fake or illegal websites generally have unique features in the HTML tag structure. It implies that the HTML tag structure can be important for detecting illegal sites. However, prior studies to improve the model's performance by utilizing the HTML tag structure in the illegal site detection model are rare. Against this background, our study aimed to improve the model's performance by utilizing the HTML tag structure and proposes Tag2Vec, a modified version of Doc2Vec, as a methodology to vectorize the HTML tag structure properly. To validate the proposed model, we perform the empirical analysis using a data set consisting of the list of harmful sites from 'The Cheat' and normal sites through Google search. As a result, it was confirmed that the Tag2Vec-based detection model proposed in this study showed better classification accuracy, recall, and F1_Score than the URL-based detection model-a comparative model. The proposed model of this study is expected to be effectively utilized to improve the health of our society through intelligent technology.

Testing a Model to Predict Problem Gambling in Speculative Game Users (사행성 게임 이용자의 문제도박 예측 구조모형)

  • Park, Hyangjin;Kim, Suk-Sun
    • Journal of Korean Academy of Nursing
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    • v.48 no.2
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    • pp.195-207
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    • 2018
  • Purpose: The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. Methods: The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. Results: The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. Conclusion: The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling.

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.

Effects of College Student Gambling Experience on the Gambling Problems (대학생의 도박성 게임 경험이 도박문제에 미치는 영향)

  • Lee, Okhee;Seo, Woosoon;Nam, Younghee
    • The Journal of Korean Society for School & Community Health Education
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    • v.19 no.3
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    • pp.29-39
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    • 2018
  • Objectives: The purpose of this study was to identify the effects of college student gambling experience on the gambling problems. Methods: The study included 260 students from four-year universities in Seoul and Gangwon Province, and collected data from March 1, 2018 to March 31, 2018. The data were analyzed with the SPSS 23.0. Results: First, gambling experience showed high frequency among males (68.5%), 21 years of age and older (45.5%), boarding house (66.1%), and two or more siblings (40.5%). Second, the gambling problem based on the experience of gambling was statistically significant in academic problem, interpersonal relationship, and gambling control. Third, the mental health of the subjects was highly correlated by interpersonal relationship, gambling recognition and academic problem. Also, academic problem was highly correlated in order of gambling control and interpersonal relationship. Fourth, effects of gambling experience on the gambling problems were identified as gambling control, interpersonal relationships, gambling awareness and mental health. Conclusion: Recognize the seriousness of the gambling problem of college students in order to solve the gambling problem, the government, communities and universities should actively promote the harmful effects of gambling and provide regular mental health. education at universities.