• Title/Summary/Keyword: 온라인 게임 중독의 유형

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A Study on the Types of Online Game Addiction (온라인 게임 중독의 유형에 관한 연구)

  • Kim, Min-Gyu;Kim, Joo-Han
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.620-625
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    • 2007
  • 온라인 게임 중독과 관련된 요인들에 대한 많은 연구가 이루어졌으나 온라인 게임 중독의 원인과 결과를 단편적으로 다루는 연구가 대부분이며, 온라인 게임 중독의 유형 자체에 대한 연구는 온라인 게임 중독과 관련된 요인에 대한 연구에 비해 미약한 실정이다. 이러한 맥락에서 본 연구의 목적은 온라인 게임 중독의 유형과 성향을 고찰하는 것이다. 본 연구는 온라인 게임에는 중독을 유발시키는 여러 요인이 존재하므로, 온라인 게임 중독에는 다양한 유형이 있을 것으로 보았다. 이를 위해 본 연구에서는 온라인 게임에 대한 중독을 측정하는 19개의 문항들에 대해 6개의 온라인 게임 중독 유형으로 분류하였고, 이러한 6개의 유형이 다시 2개의 성향으로 묶일 수 있음을 확인적 요인분석을 통해 검증하였다.

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Development and Application of the Improved Standard based on Ethics of Information for Online Game Addiction Test of Elementary School Students (초등학생 온라인 게임 중독 검사를 위한 정보 윤리학 기반의 개선된 척도 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.117-123
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    • 2010
  • 시대의 흐름에 따라 온라인 게임 중독 증상을 보이는 초등학생의 수가 증가하고 있다. 또한 온라인 게임 과몰입 청소년은 학교 및 일상생활에 많은 문제를 보이고 있으므로, 적절한 검사를 통해 가려내어 교육 및 치료를 꼭 해야 할 것이다. 이에 따라 본 연구에서는 본 논문에서는 정보 윤리학을 기반으로 온라인 게임 중독 초등학생을 유형별로 가려내기 위해, 보다 개선된 척도의 개발과 적용을 다루고 있다. 본 모형의 장점은 다음과 같다. 첫째, 기존 척도에 비해 검사 문항별 관련 도덕 항목을 구체적으로 제시하여 검사 후 교육에 도움을 줄 수 있다. 둘째, 기존 척도에 비해 항목을 보다 구체적으로 제시하여 정확한 검사가 이루어질 수 있도록 하였다. 개선된 검사도구로 실제로 측정해 본 결과, 서울 S초등학교 5학년 학생 중 고위험 사용자는 12%이며, 대부분의 학생들이 일반 또는 저위험 사용자에 속하는 결과를 알 수 있다.

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Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.

A Study on Schemes to Case Analysis and Cope with Online Game Crimes (온라인 게임범죄의 사례분석과 대응방안)

  • Yoo Yong-Bong
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.85-97
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    • 2006
  • Schemes to case analysis and cope with on-line game crimes net supervision system, a real name confirmation process, and a self-examination system to check by themselves if they are addicted to on-line games with a view to prevent the addiction. In addition, this study found that general precuations should comprise measures to change the awareness of the users of the internet and to establish their ethical senses because most on-line garners are not aware that their actions are a crime and believe their crimes are not disclosed to the outsiders.

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

  • Kim, Ki-Suk;Shim, Sun-Ae;Jong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.321-329
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    • 2015
  • The purpose of the present study is to understand the cultural aspects of the games through the logic and methods of phenomenological study for online games and to propose phenomenological research methods to many researchers performing various studies on the characteristics, addiction, culture, nature, features and types of the players. In particular, the way was investigated to study the game culture through the logic and methods of phenomenological study. Phenomenological research methods will help how to understand the game as a way to understand the cultural context of the specific and vivid life of gamers experience and human reality. This study is expected to inspire continuously more interesting and persistent phenomenological studies of many researchers with interests in the new research methods.

Status and needs of nutrition education for children's sugars intake reduction in elementary school (초등학교 기반 당류 섭취 저감화 영양교육 실태 및 요구도)

  • Kim, Mi-Hyun;Yeon, Jee-Young
    • Journal of Nutrition and Health
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    • v.51 no.5
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    • pp.433-444
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    • 2018
  • Purpose: This study examined the status and needs of school-based nutritional education programs for reducing sugars intake in elementary schools. Methods: A total of 230 elementary nutrition teachers participated in this study through an online survey in July 2017. Results: Approximately one-third of the schools conducted nutrition education on reducing sugars intake as a main topic. The most frequent educated grade and education period were $4^{th}$ and $3^{rd}$ grade, and once a year. Most of the nutrition teachers answered that nutrition education related to reducing sugars intake for children was necessary. The nutrition teachers answered that first graders were the recipients in most need of nutrition education for reducing sugars but, realistically, third graders were the most suitable for nutrition education. The appropriate education topics were limited to the lower grades, such as sugars consumption related health problems, foods containing high sugars, and behaviors to reduce sugars intake; however, a wider variety of topics were selected for the upper grades. The experiment was considered to be an effective educational method for both the lower and upper grades. The most appropriate nutrition education media appeared to be a mock-up in the lower grades, and an experiment kit in the upper grades. Games and videos were highly considered to be effective media to educate students in reducing sugars consumption by voluntary participation in free time in the classroom in both the lower and upper grades. Conclusion: Nutrition education programs focusing on sugars intake reduction were conducted in some elementary schools, but the training time was short and the types of activities were limited. The perception and demand for nutrition education was very high. Therefore, the development and dissemination of elementary school-based nutritional education programs for sugars intake reduction is urgently needed. Moreover, to develop an effective nutrition education program, the education environment and demand in the field should be fully considered.