• Title/Summary/Keyword: Addiction and Aggression

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Structural Relationships Among Adolescents' Internet Addiction, Self-Esteem, Self-Control, and Aggression (청소년의 인터넷 중독, 자아존중감, 자기통제, 공격성간의 관계구조)

  • Do, Kum-Hae;Lee, Ji-Min
    • Journal of Families and Better Life
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    • v.29 no.3
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    • pp.59-69
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    • 2011
  • The purpose of this study was to investigate the structural relationships among adolescents' internet addiction, self-esteem, self-control, and aggression. The participants were 300 students in their first year of middle school. The questionnaire consisted of measures of internet addiction, self-esteem, self-control, and aggression. The major findings were as follows: 1) self-control had a direct effect on aggression; 2) internet addiction had a direct effect on self-esteem and self-control; 3) self-esteem had a direct effect on self-control; 4) internet addiction had an indirect effect on aggression and self-control; and self-esteem had an indirect effect on aggression. This study implied that self-related variables could mediate the relationship between the possibility of internet addiction and adolescents' aggression. This study also suggested that research on various mediator variables could reduce adolescents' psychosocial problems.

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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Relationship between Middle School Boys' Game Addiction and Aggression: Focused on Mediation effects of Covert Narcissism (남자 중학생의 게임중독과 공격성의 관계: 내현적 자기애의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.688-698
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    • 2016
  • This study examined the mediation effects of covert narcissism on the relationship between game addiction and aggression. For this study, 578 middle school boys in Chungcheong areas were included in the analysis. The results are as follows. First, correlation analyses showed that game addiction was positively correlated with covert narcissism and aggression. In addition, covert narcissism showed positive correlation with aggression. Second, step-wise regression analyses were conducted to examine the relative size that sub-factors of game addiction and covert narcissism explained aggression. It could be known that three factors of game addiction(tolerance, disregard of everyday life, damage of control) and two factors of covert narcissism(exploitation/self-centeredness, oversensitivity/vulnerability) showed significant explanatory power for aggression. Third, the Structural Equation Model was designed in which factors of game addiction and covert narcissism with significant explanatory power for aggression were included. Covert narcissism was found to partially mediate the influence of the boys' game addiction on aggression. Finally implications of this study and directions for future research were discussed.

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 Mediation Model Verification of Interpersonal Skills on Impulsivity, Aggression and Game Addiction: Comparative analysis on School levels (충동성, 공격성과 게임중독의 관계에서 대인관계기술의 매개모형검증: 중고등학교급별 비교)

  • Kwon, Jae-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.87-98
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    • 2010
  • This study was to verify a related model between among Impulsivity, Aggression, Game Addiction, and Interpersonal Skills. Aggression was selected as prerequisite variables. And Interpersonal Skills was selected as a mediated variable. Which affected Game Addiction. Covariance structure analysis were conducted to test research hypotheses. The results are summarized as follows. The path coefficients of (Impulsivity$\rightarrow$Interpersonal Skills), (Impulsivity$\rightarrow$Game Addiction), (Aggression$\rightarrow$Skills), (Aggression$\rightarrow$Game Addiction), (Interpersonal Skills$\rightarrow$Game Addiction) were all significant. Second, it was proved that Impulsivity and Aggression played as inducting factors to their Game Addiction tendencies, and perceived Interpersonal Skills played as inhibiting factors which leads to decrease their Game Addiction tendencies. Third, the mediator effect of perceived Interpersonal Skills in the relation between Impulsivity, Aggression and Game Addiction was significant. Fourth, divided in school levels by and the result which analyzes, the middle school students interpersonal skills did not affect in game addiction. So there was not also a mediating effect. The high student the interpersonal skills which listens influences in game addiction. And mediating effect of interpersonal skills was. Therefore for the prevention and a treatment of game addiction the method to raise a interpersonal skills will be effective in the high students.

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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The Mediation Effect Verification of Narcissistic Personality Traits and Schizophrenic Personality Traits on the Relationship between Smartphone Addiction and Relational Aggression of Middle School Girls (여중생의 스마트폰 중독과 관계적 공격성의 관계에서 자기애적 성향과 분열형 성격특성의 매개효과검증)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.199-210
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    • 2016
  • This study was conducted to examine the mediation effect of narcissistic personality traits and schizophrenic personality traits on the relationship between smartphone addiction and relational aggression of middle school girls. Data from 378 girls in Kyungki and Chungchoeng areas were analyzed. Main results were as follows. First, smartphone addiction showed significant positive correlations with narcissistic personality traits, schizophrenic personality traits and relational aggression. Both personality traits also showed positive relationship with relational aggression. Second, narcissistic personality traits fully mediated the relationship between smartphone addiction and reactive relational aggression. Third, schizophrenic personality traits partially mediated the relationship between smartphone addiction and relational aggression. Finally, clinical implications for adolescent girls at high risk of smartphone addiction and suggestions for future studies were discussed.

The Mediation Model Verification of Private Self-consciousness on Game Addiction and Aggression (게임중독과 공격성의 관계에서 사적 자의식의 매개모형검증)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.250-261
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    • 2016
  • This study was conducted to verify the mediation model of private self-consciousness on game addiction and aggression. Data from 439 boys were included in the analysis. The results are as follows. First, correlation analyses revealed that game addiction was positively correlated with aggression and private self-consciousness. Private self-consciousness was also positively correlated with aggression. Considering two factors of private self-consciousness, game addiction showed a significant positive correlation only with self-reflectiveness factor. Although two factors of private self-consciousness showed positive correlations with game addiction, regression analyses revealed that self-reflectiveness was the significant predictor of aggression. Second, the structural equation analyses showed that private self-consciousness, especially self-reflectiveness was found to partially mediate the influence of game addiction on aggression. Finally, limitations of this study and suggestions for further study were discussed.

The Clinical Adequacy of Internalized Shame: correlation with Self-control, Aggression, and Addiction Potential (내면화된 수치심의 임상적 타당성: 자기통제력, 공격성 및 중독가능성과의 상관을 중심으로)

  • Chung, Nam-Woon;Yu, En Yung
    • Korean Journal of Culture and Social Issue
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    • v.21 no.3
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    • pp.481-496
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    • 2015
  • The purpose of this study was to search for empirical evidence between internalized shame with self-control, aggression, and addiction potential. Also examine the differences between clinical group and normal group. The data was collected from 100 AA participants and 380 Non-AA participants. For measuring each variable, internalizes shame scale(ISS), self-control rating scale(SCRS), Buss-Durkee Hostility inventory(BDH), addiction potential scale(APS) were used. The survey result was analyzed with Pearson Correlation, Partial correlation and t-test. The results shows: Frist, the internalized shame and the aggression, the addiction potential shows a positive correlation but the self-control shows negative correlation. Second, after control self-control, internalized shame positively correlate to addiction potential and aggression. Third, clinical group recorded a higher level in internalized shame, aggression and addiction potential than normal group; a lower level in self-control. Based on the finding, the implications of understandings, the interventions, the limitations of this study, and the suggestions were discussed.

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The effect of Children's Smartphone addiction on Aggression : Focusing on Moderating Effect of Parenting Style (아동의 스마트폰 중독이 공격성에 미치는 영향 : 부모의 양육태도의 조절효과를 중심으로)

  • Park, Hye-seon;Kim, Hyoung-mo
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.498-512
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    • 2016
  • The purpose of this study was to raise validity of the result through using national data, to analyze the effect of children's smartphone addiction on aggression and moderating effect of parenting styles on the relationship between children's smartphone addiction and aggression. The data were obtained from 4th waves of KCYPS(Korean Children Youth Panel Study), and 1,686 4th graders in elementary schools who have smartphone were analysed. To achieve the purpose, this study executed frequency analysis, descriptive statistic, and hierarchical multiple regression analysis through SPSS 21.0. The results of this study are as follows: First, the higher children's smartphone addiction level, the higher children's aggression goes. Second, parents' supervision, affection, neglect have moderating effects on the relationship between children's smartphone addiction and aggression which means parenting styles could reduce children's aggression despite serious smartphone addiction. Based on these results, this study suggests that the combination of preventive discipline of smartphone addiction and parental education program is needed to reduce children's aggression which is main factor of bullying. In addition, this study suggests the establishment of special arrangement such as 'shut down' for smartphone addiction prevention.