• Title/Summary/Keyword: 중독 공격

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The Relationship between Computer Game Addiction and the Impulsiveness, Aggression, and Emotional Intelligence of Elementary School Students (초등학생의 컴퓨터 게임 중독과 충동성, 공격성 및 감성지능과의 관계)

  • Kim, Chung-Nam;Kwon, Yun-Hee
    • Research in Community and Public Health Nursing
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    • v.15 no.3
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    • pp.460-470
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    • 2004
  • Purpose: The purpose of this study is to find which variables among impulsiveness, aggression, and emotional intelligence can predict the game addiction of elementary school students best. Method: We conducted the present study during the period from April 15, 2004 through June 5, 2004. The subjects of this study were elementary school students chosen from three elementary schools in the Daejeon area. The subjects were selected randomly from 4th, 5th, and 6th graders in those schools. The number of subjects selected was 601. The measurement tools used were the general information questionnaire, computer game addiction scales, impulsiveness scales. aggression scales, and emotional intelligence scales. The data was analyzed using the SPSS statistics program. Results: The mean score of the students was 49.94 on the computer game addiction scale. 56.17 on the impulsiveness scale, 141.19 on the aggression scale, while the mean score of the students on the emotional intelligence scale was 162.78. Various factors were significantly different in the levels of computer game addiction: grade (F=7.343. p=.000). sex (t=6.352. p=.000), school record (F=4.263. p=.004), parents' computer use (F=4.097. p= .008), history of playing games (F=10.739. p=.000), frequency of playing games (F=61.254. p=.000). and number of computer game titles (F=61.673. p= .004). The computer game addiction had significant correlations with impulsiveness (r= .401. p=.000), aggression (r=.612. p=.000). and emotional intelligence (r=.536, p=.000). All three factors of impulsiveness, aggression, and emotional intelligence affected the level of game addiction. Among these factors. the aggression affected the level of addiction the most. Conclusion: These results will help the development of a systematic program for the prevention and treatment of computer game addiction by clarifying the effects of the computer game addiction upon the elementary school students' impulsiveness, aggression, and emotional intelligence.

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Excessive YouTube Usage of Middle School Boys and Internalizing and Externalizing Problems: Moderating Effects of Social Support (중학교 남학생의 과도한 유튜브 이용과 내재화 및 외현화 문제: 사회적 지지의 조절효과)

  • Jung, Jihye;Kim, Geunyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.676-684
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    • 2021
  • This study examined how much Korean male middle school students used YouTube to determine if the social support from parents, teachers, and friends might moderate the relationships between YouTube overuse and internalizing and externalizing problems. Three hundred and twenty male middle school students completed questionnaires asking about their YouTube use, levels of YouTube addiction, internalizing and externalizing behaviors, and the degree of social support from parents, teachers, and friends. The results indicated that the YouTube addiction was positively related to the levels of internalizing and externalizing problems. Parental support moderated the relationships between YouTube addiction and internalizing problems. On the other hand, the moderating effects of teachers' or friends' supports were not significant. In contrast, teachers' support was the most crucial moderating factor regarding externalizing problems, while parental and friends' supports were only related to delinquency but not to aggression. These results suggest that the role of parental or teacher supports should be unique depending on the types of problem behaviors. Furthermore, the 'protective effects' of social support were not found in the highly addicted group, suggesting that the early prevention of YouTube overuse is a crucial intervention.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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The analysis for emotion stability though music - In prioirty of relieve the adolescent's aggression from smartphone overuse (음악의 정서안정 효과에 대한 분석 -청소년기 스마트 폰 과다 사용으로 인한 공격적 성향 완화를 중심으로)

  • Kim, Kwan-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.237-244
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    • 2017
  • This study examined the pathological phenomenon of smartphone addiction and prevention. The smartphone provides many conveniences but it also brings psychological and physical problems, such as failure of learning capacity, maladjustment, and impulsive actions. To provide actual proof, this material included correlation analysis among physical, verbal aggression and smartphone addiction factors through high school students. Using SPSSWIN 22.0, frequency analysis, mail factor analysis, T-test, correlation analysis, regression analysis were also included. The main factors of smartphone addiction discrimination were divided into 'aim for imaginary', 'daily obstacles', 'tolerance', 'withdrawal symptom'. Smartphone addicted group members show the result of r=0.668 (physical aggression), r=0.704 (verbal aggression), r=0.481 (hostility). (p< 0.001). This study focused on the aggression from smartphone overuse and the positive effect of music for adolescent's mind stability. Moreover, suggestions for constant research on the pathological phenomena from smartphone addiction and prevention programs are made.

Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games (집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과)

  • Lee, Geon-uk;Lee, Hyun-mi;Shin, Ji-hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.769-778
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    • 2016
  • The purpose of this study was to investigate the effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in Internet games. The subjects include 16 elementary school children from H Local Children's Center in S City and G Local Children's Center in Y City. They were allocated to the experiment and control group each of which consisted of eight. Total 12 sessions of Group art therapy were administered to the experiment group twice per week from January 4 to February 15, 2016. Employed in the study were the Internet game addiction, aggression, and emotional regulation inventories. Collected data were treated with repeated measures ANOVA for differences according to the implementation time and group. The findings show that group art therapy had positive effects for mitigating the aggression of elementary school students over-immersed in Internet games and increasing their emotional regulation ability and that those effects lasted. Those findings indicate that group art therapy is effective for alleviating the aggression of elementary school children over-immersed in Internet games and improving their emotional regulation ability. Finally, based on the reuslt of this study, the development and future direction of this program for prevention and treatment of elementary school students over-immersed in Internet games is suggested.

Relationships between Children's Aggression and the Variables as Individual, Family, and School Adjustment (아동의 개인, 가족 변인 및 학교적응과 공격성의 관계)

  • Lee, Kyung-Nim
    • Korean Journal of Human Ecology
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    • v.15 no.1
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    • pp.31-44
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    • 2006
  • This study examined relationships between children's aggression and the variables such as individual, family, and school adjustment. For this study, individual variables included age, self-esteem, and game-addiction tendency. Family variables included mother's controlling parenting, child-abuse, parents' marital conflict. As for school adjustment, teacher relations, peer relations, classroom and rule adjustment in school were examined. The sample consisted of 642 children of the fifth and sixth grade in Busan. Statistics and methods used for data analysis included frequency, percentage, Cronbach's alpha, factor analysis, two-way Anova, Pearson's correlation, and Hierarchical Regression. Several major results were found from the analysis: First, boys' aggression was higher than girls'. But no age difference was found in children's aggression. Second, game-addiction tendency had a positive correlation with children's aggression. In addition, self-esteem had a negative correlation with boys' aggression. Third, mother's controlling parenting had a positive correlation with children's aggression. Child abuse had a positive correlation with boys' aggression, and parents' marital conflict with girls' aggression. Fourth, teacher relations, peer relations, classroom and rule adjustment in school had a negative correlation with boys' aggression. In addition, rule adjustment in school had a negative correlation with girls' aggression. Fifth, game-addiction tendency, rule adjustment in school, self-esteem, mother's controlling parenting and teacher relations in school were important variables predicting boys' aggression. On the other hand, game-addiction tendency and rule adjustment in school were important variables predicting girls' aggression.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

A Comparative Study of the Influencing Factors of Smartphone Dependence between Elementary and Middle School Students (초등학생과 중학생의 스마트폰의존 영향요인에 관한 비교연구)

  • Kwon, Hyemin;Kim, Boreum
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.827-839
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    • 2022
  • The severity of smartphone dependence among early adolescents, known as the most vulnerable group to smartphone addiction, is increasing. In this study, the factors affecting the smartphone dependence of early adolescents were analyzed by separating into elementary school and middle school students. For this purpose, the 1st data from Korean Children and Youth Panel Survey(2018) was used. The subjects of the study were 2,607 4th grade from elementary school and 2,590 1st grade from middle school. Factors that affect to smartphone dependence of both elementary and middle school students in common were gender, self-esteem, aggression, time spent with parents, and negative parenting attitude. On the other hand, region(city size), economic level, health status, school life satisfaction, and relationship with teachers were significant in the smartphone dependence of elementary school students, but not in middle school students. In middle school students, positive parenting attitudes were significant. Based on the results of the analysis, implications for policy establishment and social service provision were drawn to encourage the proper use of the by early youth.

Sleep and Suicidal Risk Factors in Korean High School Students (고등학생 청소년들의 수면과 자살위험요인)

  • Jeong, Ja-Hyun;Jang, Yong-E;Lee, Hae-Woo;Shim, Hyun-Bo;Choi, Jin-Sook
    • Sleep Medicine and Psychophysiology
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    • v.20 no.1
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    • pp.22-30
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    • 2013
  • Objectives: Sleep problems has been consistently reported as a suicidal risk factor in adults and, recently, also in adolescents. In this study, dividing study subjects by the previous suicidal behaviors (suicidal vs non-suicidal), we compared the group differences of suicidal risk factors, and examined the possibility of sleep as a suicidal risk factor. Methods: Study subjects were 561 (271 boys and 290 girls) from a community sample of high school students. Suicidal Risk Behavior Checklist, Center for Epidemiological Study-Depression (CES-D), Symptom Checklist-90-Revision (SCL-90-R) Anxiety and Aggression subscale, Pittsburg Sleep Quality Index (PSQI) were done. Results: Forty six students (8.1%) reported previous actual self-harm behavior as a suicidal attempt, 181 students (32.4%) reported having suicidal thought only. Three hundred thirty four students (59.5%) reported no previous suicidal behavior (thought and attempt, both). Suicidal behavior group showed higher score on risk behaviors such as school violence, substance use and internet addiction. CES-D, SCL-90-R, PSQI showed significant group difference. Logistic regression analysis showed suicidal risk were significantly associated with depression, stress in suicidal risk factors and sleep latency, daytime dysfunction in PSQI. Analysis of variance (ANOVA) shows the most prolonged sleep latency and increased index of all PSQI components except sleep efficiency in suicidal attempt group. Conclusions: Sleep Problems had a strong association with the suicidal risk behavior in adolescents. Sleep problems, especially, prolonged sleep latency, daytime dysfunction might be important markers for suicidal behavior. Screening for sleep problems in adolescents are encouraged for the parents, school teachers, and related medical physicians.