• Title/Summary/Keyword: Addiction and Aggression

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A Study on the Factors Influencing College Students' Smartphone Addiction

  • Kim, Kyung Ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.173-181
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    • 2020
  • The objective of the present study was to identify the factors influencing the smartphone addiction among college students and to obtain basic information in terms of enhancing proper use of the smartphone. Based on the previous literature with constructs of depression, aggression, self-control and smartphone addiction, a research model was prepared. A total of 332 students were selected from 5 universities in G Metropolitan City and collected data were analyzed through hierarchical multiple regression. The major results of the study were as follows. First, self-control was the most powerful predictor of smartphone addiction. Second, anger caused smartphone addiction to increase whereas social experience caused smartphone addiction to decrease. Third, depression did not cause smartphone addiction to increase. Finally, implications for preventing and decreasing the smartphone addiction among college students were also provided.

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
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    • v.9 no.3
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    • pp.417-438
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    • 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.

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Aggression and Related Factors in Elementary School Students (초등학생의 인터넷 과다사용, 우울-불안, 자존감이 공격성에 미치는 영향)

  • Ji, Eun-Sun;Jang, Mi-Heui
    • Journal of Korean Academy of Nursing
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    • v.40 no.5
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    • pp.642-649
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    • 2010
  • Purpose: This study was done to explore the relationship between aggression and internet over-use, depression-anxiety, self-esteem, all of which are known to be behavior and psychological characteristics linked to "at-risk" children for aggression. Methods: Korean-Child Behavior Check List (K-CBCL), Korean-Internet Addiction Self-Test Scale, and Self-Esteem Scale by Rosenberg (1965) were used as measurement tools with a sample of 743, 5th-6th grade students from 3 elementary schools in Jecheon city. Chi-square, t-test, ANOVA, Pearson's correlation and stepwise multiple regression with SPSS/Win 13.0 version were used to analyze the collected data. Results: Aggression for the elementary school students was positively correlated with internet over-use and depression-anxiety, whereas self-esteem was negatively correlated with aggression. Stepwise multiple regression analysis showed that 68.4% of the variance for aggression was significantly accounted for by internet over-use, depression-anxiety, and self-esteem. The most significant factor influencing aggression was depression-anxiety. Conclusion: These results suggest that earlier screening and intervention programs for depression-anxiety and internet over-use for elementary student will be helpful in preventing aggression.

The effects of emotional characteristics of adolescents on cell phone addiction (청소년의 정서적 특성이 휴대폰 중독에 미치는 영향)

  • Sohn, Shinyoung
    • The Journal of Korean Society for School & Community Health Education
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    • v.14 no.1
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    • pp.1-12
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    • 2013
  • Purpose: This study aimed to identify the influencing the effects of emotional characteristics of adolescents on cell phone addiction and to form the basis for the developments of programs to protect addictive cell phone use. Methods: The data of the Korean Child-Youth Panel Survey(KCYPS) was analyzed using the SPSS 18.0 program. Results: The influencing factors of the cell phone addiction were gender, attention, physical symptoms, depression, aggression, social withdrawal, games and entertainment, listening to music, text messages, call family and watching movies. The factors accounted for 30.6% of variance in cell phone addiction. Conclusions: These results suggest that cell phone addiction are influenced by emotional characteristics of adolescents. These results may contribute to development of programs to prevent cell phone addiction.

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The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Risk and Protective Factors, and Mental Health in Youth's Internet Addiction by the Addiction Types (청소년의 인터넷 중독유형에 따른 위험요인 및 보호요인과 정신건강 비교연구)

  • Nam, Young-Ok;Lee, Sang-June
    • Korean Journal of Social Welfare
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    • v.57 no.3
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    • pp.195-222
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    • 2005
  • This study was a comparative analysis by youth's internet addiction types. Distribution of internet addiction types, relative influence of risk and protective factors in each addiction type, and common and different risk and protective factors among the internet addiction types were investigated. And, the level of youth's mental health and the effect of internet to youth's mental health were identified. A total of 1,830 youth were surveyed, and the findings were as below: Firstly, 62.3% of the surveyed youth were addicted to internet. In detail, 15.9% had internet game addiction and 10.9% had internet sex addiction. Secondly, in all types of internet addiction, the risk factors gave severer influence than the protective factors did, and the protective factors gave compensation effect to each type of addiction. Thirdly, among the internet addiction types, the common risk factors were depression, aggression, parents' control, and friends' influence, while the protective factor was self control. Among the internet addiction types, a different risk factor was PC access, and the different protective factors included self-efficacy, teacher's support, friend's support, and parents' relationship. Fourthly, in all the three addiction pattern, the addicted adolescents had experienced more psychological symptoms than general internet users had. Finally, in the aspects of psychiatric symptoms, sex addiction gave the worst negative effect, and then game addiction, and internet addiction came in order. And the adolescents who had the higher degree of addiction were more likely to experience psychiatric symptoms.

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Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

Preschoolers' Inclination Toward Internet-game Addictive Based on Aggression and Social Skills, Maternal Management Strategies for Peer Relations and Parenting Behaviors (유아의 인터넷 게임 중독 경향성에 따른 유아의 공격성과 사회적 기술, 어머니의 또래관계 관리전략과 양육행동의 차이)

  • Chung, Jee-Nha;Kim, Jihyun
    • Korean Journal of Human Ecology
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    • v.21 no.6
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    • pp.1029-1042
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    • 2012
  • The purpose of this study was to explore relationships between preschooler's aggression and social skills, maternal management strategies of peer relations and parenting behaviors and preschoolers' internet-game addictive inclination. Participants included seventy-seven (77) 5 to 6-year-old preschoolers (44 boys, 33 girls) and their mothers. The Aggressive Behavior Scale (Lee & Choi, 2001), the Social Skill Rating Scale (Suh, 2004), the Maternal Parenting Behaviors Scale (Rhu & Lee, 2007) and the Parental Involvement Checklist (Park, 2001) were used in this study. The Internet Game Addiction Scale (Korea Agency for Digital Opportunity and Promotion, 2006) was used to identify higher and lower addictive level of internet-game inclination. Collected data were analyzed by descriptive statistics and t-test. Major findings revealed that preschooler's social skills, maternal management strategies of peer relations and parenting behaviors showed a predictable correlation to preschooler's internet-game addictive inclination.

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.33-46
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    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

Analysis of internet addiction in Korean adolescents using sparse partial least-squares regression (희소 부분 최소 제곱법을 이용한 우리나라 청소년 인터넷 중독 자료 분석)

  • Han, Jeongseop;Park, Soobin;Lee, onghwan
    • The Korean Journal of Applied Statistics
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    • v.31 no.2
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    • pp.253-263
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    • 2018
  • Internet addiction in adolescents is an important social issue. In this study, sparse partial least-squares regression (SPLS) was applied to internet addiction data in Korean adolescent samples. The internet addiction score and various clinical and psychopathological features were collected and analyzed from self-reported questionnaires. We considered three PLS methods and compared the performance in terms of prediction and sparsity. We found that the SPLS method with the hierarchical likelihood penalty was the best; in addition, two aggression features, AQ and BSAS, are important to discriminate and explain latent features of the SPLS model.