• Title/Summary/Keyword: 청소년 게임 과몰입

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A study on the determinants of game over-flow in adolescents : Focusing on differences according to the level of school (청소년의 게임 과몰입 영향요인에 관한 연구 : 학교급(초·중·고)에 따른 차이를 중심으로)

  • Kwak, Eun-A;Choi, Jin-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.33-46
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    • 2020
  • The purpose of this study was to examine the differences in the factors that determine the game immersion of adolescents by the level of school. The results of this research showed that among the internal variables, loneliness, self-control, and among the psychological variables, game leadership, game subjective norm, and game efficacy played a common role in game addiction in all groups. To be specific the factors determining game overflow by the level of the school were identified as discriminatory. These findings can help making policies or developing a program on adolescent's overflow.

Effect of Internet Game Overflow on Suicidal Ideation among Adolescents: Analysis of the Mediating Effect of Depressive Mood (인터넷 게임 과몰입이 청소년의 자살생각에 미치는 영향: 우울감의 매개효과 분석)

  • Min, Dakyung;Lee, Hanna;Song, In Han
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.445-454
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    • 2014
  • It has been argued that internet game overflow (IGO) causes negative effects on mental health among adolescents. Especially, suicide has been known as one of the most serious mental health problems in Korea. This study is to examine the effect of IGO on suicidal ideation among adolescents, and to examine the relationship among IGO, depressive mood, and suicidal ideation by analyzing the mediating effect of depressive mood in the relationship between IGO and suicidal ideation. For this purpose, we analyzed the 2012 dataset from the Korea Children and Youth Mental Health Promotion Study (N=8,745) by the National Youth Policy Institute. The results showed that, first, about 5.6% of adolescents were included in the risky group depending on the criteria of the measurement. Second, IGO has a statistically significant effect on suicide ideation when considering the two variables only. Third, however, as depressive mood was found to have a complete mediating effect in the relationship between IGO and suicidal ideation, IGO increases suicidal ideation by increasing depressive mood. As policy and practice implications, the necessity of intervention to reduce IGO and mental health problems among adolescents was discussed.

A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.31-41
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    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

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Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

Effects of Random Reward Items Use on Adolescents' Game Addiction Change : Focus on Self esteem, Depression, Self-control, Material Value, and Game Cognition (확률형 아이템 게임 이용이 청소년의 게임 과몰입 변화에 미치는 영향 : 자존감, 우울감, 자기통제, 물질가치 그리고 게임인식을 중심으로)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.51-62
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    • 2018
  • Recently, there has been an increasing social concern over the use of random reward game items. In this paper, we try to understand the effect of using random reward game on adolescents based on the survey data over a year. In addition, regression analysis was conducted to examine how socio-psychological variables affect the game addiction of adolescents according to use of random reward games. As a result of analysis, it was found that the random reward game use group had lower self esteem and higher material value than the normal game use group. Also, self esteem and material value have a significant effect on game addiction. And finally, the results and implications were discussed.

Effects of Subjective Norm of Game Use on Game Over-Indulgence Among Adolescents (청소년 게임이용의 주관적 규범과 게임 과몰입에 관한 연구)

  • Jang, Yei-Beech
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study explored how peers influence on adolescents' game over-indulgence. More specifically, it was examined the effects of emotional support, subjective norm of game use, peer stress, and friends' attitude toward gaming on game over-indulgence. Results showed that the higher level of subjective norm of game use and peer stress one received the higher level of game over-indulgence one reported. However, lower emotional support caused higher game over-indulgence. Meanwhile, friends' attitude toward gaming was not significantly related to game over-indulgence. The meaning and the importance of peer in terms of game over-indulgence and limitations of the study were discussed.

A Case Study of Group Music Psychotherapy for Improving Adolescents' Awareness of the Motivation Behind Their Excessive Online Gaming (게임 과몰입 청소년의 게임 이용동기 인식을 위한 그룹 음악심리치료 사례)

  • Song, Jisun
    • Journal of Music and Human Behavior
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    • v.17 no.2
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    • pp.1-28
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    • 2020
  • This case study aimed to investigate changes in adolescents' awareness of the motivation behind their excessive internet gaming after group music psychotherapy. Five middle school students participated in six 60-minute group sessions over 4 weeks. The group music psychotherapy program was developed to help participants understand their implicit reasons for excessive internet gaming. Verbal responses were obtained from pre-program and post-program interviews and original lyrics created by participants during program were collected for analysis. Obtained data were analyzed in terms of emotional and cognitive aspects in relation to the participants' awareness of the motivation behind their excessive gaming. The results showed that song writing as creative musical process allowed participants to be aware of positive and negative influence of gaming on themselves and express their motivation to change their perception on gaming behavior. Also, the participants reported that the use of musical product for their daily lives could be an effective coping strategy to manage their gaming behaviors and an alternative for gaming. The findings from this study support that group music psychotherapy can be an effective approach to promote awareness of adolescents' motives for excessive internet gaming and to help adolescents better manage their gaming behaviors.

A Study of Pathological Gaming Model in Young Adolescents from the Perspective of Escape Theory (도피이론을 통한 청소년 게임 과몰입 영향모델 분석)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.3-12
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    • 2020
  • This study examined a pathological gaming model based on escape model. With a data set collected from 825 Korean adolescents, the associations among academic stress, depression, self-esteem, self-control, and pathological gaming were tested. Academic stress increased the degree of depression while it decreased self-esteem and self-control. The declined self-control, in turn, exacerbated pathological gaming. Results and implicaitons were discussed.

Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

Development of Mobile Game Control System for Self-directed Curing of Game Addiction (자기주도적 게임 중독 치료를 위한 모바일 게임 제어 시스템 개발)

  • Yang, Seung-Heon;Lee, Kyung-Hee;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.231-234
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    • 2017
  • 4차 산업혁명 시대에 접어드는 중심에 살고 있는 청소년들에게 스마트미디어는 삶의 가장 중요한 일부분이다. 미래창조과학부에서 발표한 2016년 조사에서 만 6세 이상 85%(2015년 대비 2.5%p${\uparrow}$)가 스마트 기기를 보유하고 있는 것으로 나타났다. 스마트기기의 보유율 증가는 게임 플랫폼으로 접근성이 높아지는 것을 의미하고 모바일 게임에 대한 과몰입 위험도가 커진다. 많은 연구와 논쟁이 이루어지는 온라인 게임에 대한 과몰입 대비에 비해 모바일 게임 과몰입 대책은 전무한 실정이다. 본 연구에서는 게임 과몰입에 가장 취약한 중학생을 대상으로 모바일 게임 제어 시스템을 통해 학생들이 자기 주도적으로 모바일 게임 과몰입에서 벗어날 수 있게 유도하였다. 학생들이 해당 시스템을 평상시에 활용했을 때 효율성과 실제 구현에 있어 고려해야 할 사항에 대해 알아보고자 한다.

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