• Title/Summary/Keyword: 스마트폰 중독진단

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A Study on the Policy Implication on the Addiction of Social Media Service User : Focusing on the Proposal of Korean SNS Addiction Index (KSAI) (소셜미디어 사용자의 중독에 관한 정책적 함의 연구 : 한국형 SNS 중독지수(KSAI) 제안을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.255-265
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    • 2013
  • This study deals with the policy proposals focusing on the addiction for the rapidly growing social media service (SNS) and its diagnosis. Researcher intends to define the SNS addiction and develops a diagnostic measure, which is a valuable subject. The reason is why the SNS becomes more convenient with prevalence of smart phones and the SNS addiction becomes enough severe to suggest internet addiction policy. Researcher presents the subjects into three parts. Firstly, the SNS addiction variables are derived and validated. Secondly, the path model between the SNS addiction variables is verified and discussed. Thirdly, researcher proposes the diagnostic results and the group comparison. Therefore, the result of this study is that the SNS addiction can be measured by the four elements, which are the failure in stopping the use of the SNS, time tolerance, living disability, withdrawal and anxiety. Researcher verifies the sequential impact of each variable and figures out the SNS addict through the presentation of a realistic measurement for the addiction index and the determination of the level of the addiction. By the above result, the researcher proposes the public relations of the government policy for the sound usage of the SNS and the self management of user. Finally, various proposed in this study will help to prevent juvenile crime, social problems in the future.

Analysis of Daily Internet·Gaming·Smartphone Habit and Preference Factors of Moral Machine (인터넷·게임·스마트폰생활 습관과 모랄머신 선호도 요인 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.21-28
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    • 2020
  • Technological advancements such as artificial intelligence, robots, and big data are revolutionizing the entire society. In this paper, we analyzed preliminary teachers' daily internet/gaming/smartphone habit and the difference between preference factors in gender and diagnosis group in the situation of ethical dilemma in driverless cars. The result shows most of the male students are in high risk group of daily internet/gaming usage, and male students tend to be more immersed in games compared to female students, which negatively affects their daily lives. Students who have at least one of the daily internet/gaming/smartphone habits are more likely to be classified as high-risk group in all three of daily internet/gaming/smartphone habit. Fortunately, the students perceived themselves addicted and wanted change their habits. An analysis by a moral machine of these students tells that there is no significant difference in preference between male and female students and among diagnosis groups. However, specifically in the ethical dilemma of driverless cars, all the groups of male, female, normal, high-risk showed they have priority in pedestrians over drivers, a large number of people over small, and people who obey traffic rules over who do not. The tendency was pronounced in female group and high-risk students prioritized people who are older and in lower social status.

A Study on the Internet Game and Smartphone Usage of the Senior Elementary School Students (초등학교 고학년의 인터넷 게임 및 스마트폰 이용실태에 관한 연구)

  • Lee, In-Suk;Lee, Mi-Hyoung;Kim, Hee-Kyung;Park, Jeong-Sook;Son, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.421-432
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    • 2020
  • This study was designed to determine the Internet game and smartphone usage status of senior elementary school students. Data were collected from 6 October 2018 to 30 September 2019, and 1618 subjects were analyzed using SPSS 18.0. As a result of the study, the I-GUESS rating was 6.1% in the high-risk group, and, the S-scale ratios were 10.1% for the potential-risk group and 0.8% for the high-risk group. Physical problems related to Internet games and using smartphones were experienced by 36.0% of the students, with eye fatigue being the highest at 20.4%. Emotional problems were found in 18.5% of the students, with anger being the highest at 6.8%. Social problems were experienced by 21.8% of the students, conflicts with parents being the highest at 10.3%. As a result of surveying the main content based on S-scale and I-GUESS, it was found that the higher the S-scale ratio and the I-GUESS rating, the more broadcast content was used. The correlation between I-GUESS rating and S-scale ratio showed that the higher the I-GUESS rating, the higher the S-scale ratio, and the higher the S-scale ratio, the higher the I-GUESS rating. Future research is necessary to develop an intervention program for elementary school students from a preventive perspective.