• Title/Summary/Keyword: 청소년 게임중독성

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Impact of Adolescent Game Addiction on School Adaption: Focused on the Mediating Effects of Social-support (청소년의 게임중독성이 학교적응에 미치는 영향: 사회적 지지의 매개효과를 중심으로)

  • Lee, Seong-Dae;Yeum, Dong-Moon
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.229-239
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    • 2013
  • The purpose of this study is to find out the mediation effects of social-support for adolescents' game addiction and school adaptation. For this study, 353 middle school students in the West-Gyungsangnamdo areas were included in the analysis. Setting as covariates, a mediator and extra variables significantly correlated with the criterion variable, regression analysis, SPSS Macro and bootstrapping methods were used to assess the mediation effects of social-support for adolescents' game addiction and school adaptation. The results showed that adolescents highly addicted to games tended to have more difficulty in adapting to school. However, it was found that social-support (mediator) fully mediated the influence of the adolescents' game addiction (predictor) on school adaptation (criterion variable). Based on the results of the analysis, we suggest implications for social work practice to improve how game-addicted adolescents settle down in middle school through increasing social-support - the mediator - and hence bring about a decrease in game addiction among adolescents.

< A study on Game design with minimized game addiction by application of Bio rhythm > (< 게임중독의 최소화를 위한 인체리듬의 적용과 인터페이스 디자인 >)

  • Kim, Du-Beom;Cho, Ok-Hue;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.597-601
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    • 2006
  • 게임 시장 규모는 하루가 다르게 성장 하고 있고 게임의 종류 또한 다양해지고 유저층도 넓어지고 있다. 그로 인한 새로운 하나의 여가문화가 생겼으며, 미디어 산업의 고부가 가치 창출을 이끌고 있다고 볼 수 있을 것이다. 하지만 재미로써의 기능과 그에 따른 병폐가 고부가가치 게임산업의 많은 부작용으로 대두되며, 최근 사회의 이슈가 되여 게임 중독성이 날로 심각해 지고 있는 실정이다. 게임 개발업체와 판매자 입장에선 유저들의 게임중독은 오히려 이득이 될 수 있겠지만, 장기적으로는 심각한 사회문제로 대두 될 것이다. 이런 사태를 미연에 방지 하기 위해서는 대책이 필요한데 불행히도 게임에 중독 되는 원인은 너무나도 다양하다. 또한 현재 게임 개발자들에게 이러한 인식과 대책이 미흡한 실정이고, 뒤늦게 나온 대책으로 청소년 PC방 출입을 아침9시부터 밤 10시까지로 제한한 사례도 있지만 현 실정에 큰 영향은 주지 못하고 있다. 게임 중독을 미연에 방지하기 위한 방안으로 법적인 제제가 필요하며, 게임 디자인에 시작에서부터 중독에 대한 고려가 필요하다. 이에 본 논문에서는 게임의 중독성을 방지하기 위한 인터페이스 디자인을 연구하는데 그 목적이 있다. 가상에서의 자신의 얼굴 ID나 캐릭터에 인체의 리듬을 적용하여 ID나 캐릭터도 쉬어야 한다는 개념을 심는 대안 시스템을 제작한다면 지금 까지 보아왔던 게임 속의 등장 캐릭터를 단순한 그래픽이 아닌 자신과 같은 인격체로 느낄 수 있으며, 이로 인해 게임의 몰입과 중독에 어떠한 효과가 나타나는지 분석하고 나온 결과를 근거로 인간에게 이로운 게임을 만드는 초석이 될 수 있을 것으로 기대해 본다.

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Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.