• Title/Summary/Keyword: 컴퓨터 중독

Search Result 142, Processing Time 0.022 seconds

The Relations Between Elementary Pupils' Game Addiction, Aggression and Personality (초등학교 학생들의 게임 중독과 공격성 및 인성과의 관계)

  • Lee, Chul-Hyun;Jeong, Gye-Hwan
    • Journal of The Korean Association of Information Education
    • /
    • v.9 no.3
    • /
    • pp.417-438
    • /
    • 2005
  • The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.

  • PDF

A Study on the Effects of Literacy Therapy Program for the Prevention of Adolescents' Smartphone Addiction (청소년의 스마트폰 중독 예방을 위한 문학치료 프로그램 효과에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
    • /
    • v.19 no.2
    • /
    • pp.269-276
    • /
    • 2018
  • The purpose of the study is to verify whether literature therapy program for prevention of smartphone addiction is effective for adolescents. The subjects of this study were 150 students of J City, K middle school. After completing the program, they were conducted post-test for both the experimental and control groups. The study found that the program was effective in mitigating smartphone addiction but not in reducing the directed life problem. It was also found to be effective in reducing tolerance and loss of control and problems of withdrawal and emotional experience. The study suggests that institutional arrangements are needed for linking with related organizations in the region because it is difficult to effectively prevent the increasing problem of smartphone addiction unless an adolescents program for youth is linked to the school. Therefore, it is necessary to conduct parent education for prevention of smartphone addiction in computer curriculum of school subjects.

우리 아이 건강하게 키우기 - 우리 아이, TV와 컴퓨터게임에서 해방시키기

  • Kim, Eun-Seop
    • 건강소식
    • /
    • v.34 no.4
    • /
    • pp.14-15
    • /
    • 2010
  • 최근 게임중독과 관련된 각종 사건 사고들이 사회적으로 물의를 빚고 있다. 어릴 때부터 TV와 컴퓨터 앞에 앉아 있는 것이 습관이 돼버린 우리 아이들을 지켜보는 부모들의 걱정 역시 이만저만이 아니다. 밖에 나가 노는 것도, 공부도 뒷전인 우리 아이, 어디 해결책은 없을까?

  • PDF

A Study on the Comparison of Video Display Terminal(VDT) Subjective Symptoms for Computer-addicted and Non-addicted Adolescents (컴퓨터 중독과 비중독 청소년의 컴퓨터 단말기(VDT) 자각증상 비교연구)

  • Kim, Jin-Yi;Cho, Kyoul-Ja
    • Child Health Nursing Research
    • /
    • v.11 no.2
    • /
    • pp.159-166
    • /
    • 2005
  • Purpose: The purpose of this study was to compare subjective symptoms of VDT between computer-addicted and non-addicted adolescents. Method: A descriptive survey design was used and 646 students in one middle and two high schools were selected as participants. Result: The VDT subjective symptoms and degree of severity differed according to whether the students were computer-addicted or not, and in all symptoms, general, musculoskeletal, eye and mental, the mean score for subjective symptoms was higher in the addicted group than in the non-addicted group. The score for VDT subjective symptoms was highest in the addicted group for girls and students who were not healthy. The most frequent physical symptom reported by students who visited the school health room for a health problem after using the computer was headache. The most frequent type of treatment at the school health room was treatment of the symptom. Conclusions: This study suggests that students must acquire correct habits in computer use and be careful not to be addicted to the computer in order to avoid VDT syndrome. For this, educational authorities should develop computer-related health education programs and start the programs from the lower grades of elementary school.

  • PDF

A review of researches of the impact of computer game and children's and adolescent's development (컴퓨터 게임과 아동, 청소년 발달과의 관련성 연구 개관)

  • Keumjoo Kwak
    • Korean Journal of Culture and Social Issue
    • /
    • v.10 no.spc
    • /
    • pp.147-175
    • /
    • 2004
  • In recent years, electronic games, home computers, and the internet have assumed an important place in our lives. This paper presents a review of the researches on the relation of computer game and children's and adolescent's development. Researches on the impact of computer game on perceptual and cognitive development including attention, spatial perception, numerical ability, problem solving are reviewed. The relation of computer game use and emotional, social and personality development and aggressive development, especially General Aggressive Model(GAM) are also explained. On the basis of this reviews, the future directions of research are discussed.

  • PDF

Analyzing the Influence of Digital Textbook Use for Potential Risk Group of Internet Addiction and Average Group (디지털교과서 활용이 인터넷 중독 잠재적 위험군과 일반 사용자군에게 미치는 영향의 차이 분석)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.4
    • /
    • pp.431-440
    • /
    • 2015
  • The purpose of this study is to analyze the influence of digital textbook use for potential risk group of internet addiction and average group. For this, I selected two samples. One was a group to use digital textbook at school, the other was a group not to use that. Then each potential risk group of internet addiction were sort out in two groups by a test of internet addiction. I firstly compared a average user group and a potential risk group of internet addiction in group to use digital textbook. Also, I too did that in group not to use digital textbook. Then I analyzed the relevance of using digital textbook and internet addiction. As a result, I found that using digital textbook have not the relevance with internet addiction. But in this paper, I proposed a way to teach ICT ethical training before students use the digital textbook, because most of potential risk students of internet addiction tend to think they was influenced by digital textbook.

Computer Game Addiction and it's Predictors of Korean Elementary School Children (고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인)

  • Oh Won-Oak
    • Child Health Nursing Research
    • /
    • v.10 no.3
    • /
    • pp.282-290
    • /
    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

  • PDF

Design and Implementation of a Application for Limiting Usage Time of Smart Phone (스마트폰 사용 시간 제한 어플리케이션의 설계 및 구축)

  • Kim, Jae-Soo;Kim, Jeong-Woon;Seo, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.507-508
    • /
    • 2014
  • 요즘 스마트폰을 사용하는 사람의 수가 늘어감에 따라 무분별한 스마트폰 사용으로 인한 스마트폰 중독의 사태가 일어나고 있다. 특히, 본인이 스마트 폰을 소유 하지는 않지만 부모의 스마트 폰을 가지고 사용하는 영유아들은 자제력이 부족할 뿐만 아니라 중독의 위험이 청소년이나 어른들보다 높은 실정이다. 스마트폰을 직접 소유한 10대 청소년뿐만 아니라, 어른들 역시 무분별한 스마트폰 사용으로 일상생활에 지장이 많다. 본 논문에서는 자제력이 부족한 청소년이나 어른들에게 스스로 사용시간 설정을 통하여 무분별한 스마트폰의 사용시간을 자제 시킬 수 있는 스마트폰 사용제한 어플리케이션을 설계하고 구현하였다.

  • PDF