• Title/Summary/Keyword: Addiction and Aggression

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Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games (집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과)

  • Lee, Geon-uk;Lee, Hyun-mi;Shin, Ji-hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.769-778
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    • 2016
  • The purpose of this study was to investigate the effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in Internet games. The subjects include 16 elementary school children from H Local Children's Center in S City and G Local Children's Center in Y City. They were allocated to the experiment and control group each of which consisted of eight. Total 12 sessions of Group art therapy were administered to the experiment group twice per week from January 4 to February 15, 2016. Employed in the study were the Internet game addiction, aggression, and emotional regulation inventories. Collected data were treated with repeated measures ANOVA for differences according to the implementation time and group. The findings show that group art therapy had positive effects for mitigating the aggression of elementary school students over-immersed in Internet games and increasing their emotional regulation ability and that those effects lasted. Those findings indicate that group art therapy is effective for alleviating the aggression of elementary school children over-immersed in Internet games and improving their emotional regulation ability. Finally, based on the reuslt of this study, the development and future direction of this program for prevention and treatment of elementary school students over-immersed in Internet games is suggested.

Excessive YouTube Usage of Middle School Boys and Internalizing and Externalizing Problems: Moderating Effects of Social Support (중학교 남학생의 과도한 유튜브 이용과 내재화 및 외현화 문제: 사회적 지지의 조절효과)

  • Jung, Jihye;Kim, Geunyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.676-684
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    • 2021
  • This study examined how much Korean male middle school students used YouTube to determine if the social support from parents, teachers, and friends might moderate the relationships between YouTube overuse and internalizing and externalizing problems. Three hundred and twenty male middle school students completed questionnaires asking about their YouTube use, levels of YouTube addiction, internalizing and externalizing behaviors, and the degree of social support from parents, teachers, and friends. The results indicated that the YouTube addiction was positively related to the levels of internalizing and externalizing problems. Parental support moderated the relationships between YouTube addiction and internalizing problems. On the other hand, the moderating effects of teachers' or friends' supports were not significant. In contrast, teachers' support was the most crucial moderating factor regarding externalizing problems, while parental and friends' supports were only related to delinquency but not to aggression. These results suggest that the role of parental or teacher supports should be unique depending on the types of problem behaviors. Furthermore, the 'protective effects' of social support were not found in the highly addicted group, suggesting that the early prevention of YouTube overuse is a crucial intervention.

Current Status of 119 EMT to Violence Experiences (119 구급대원이 경험하는 폭력에 대한 실태조사)

  • Choi, Eun-Sook;Kim, Hee-Jung;Cho, Won-Min;Kang, Dae-Hun
    • The Korean Journal of Emergency Medical Services
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    • v.13 no.3
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    • pp.91-105
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    • 2009
  • Purpose : The purpose of this study was to describe the current status of 119 EMT to violence experiences in Korea. Method : The number of 119 EMT in this study 2522. Self-administering questionnaire data were collected from April 27 to March 8 in 2009. Collected data were analyzed using SPSS 14.0 program. Real number, percentage, mean and standard deviation were calculated. Pearson correlation coefficient was analyzed. Result : 119 EMTs experienced 95.32%-verbal insults, 61.54%-violence aggression, 60.51%- potential violence, 38.70%-physical assault. Within 30 days from the most recent period of violence experienced verbal insults and violence aggression-51.07%, potential violence and physical assault-48.41%. The patients(50.59%) and the patients and patient's carers(38.26%) proved to be violent offender. The main reason of violent act was drug or alcohol addiction(56.15%). Recent exposure to violence was 34.82% by 7 point reward of stress level. 5-point scale showed the average of experiences of violence. Response average of emotional reactions was 2.66 points and that of physical reaction was 2.18 points. Social reaction was 2.06 points. Conclusion : This study was based on the violence experience of 119 EMT. It is necessary to prevent the violence from emergency scene. So we proposed the preventive measure against violence as well as critical incident stress debriefing(CISD). Policy for CISD and stress management will be implemented in the near future in Korea.

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The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

A Qualitative Study on the Process of the Mental Health Assessment and Intervention after the Sewol Ferry Disaster: Focusing on Survivors among Danwon High School Students

  • Lee, Mi-Sun;Hwang, Jun-Won;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.29 no.4
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    • pp.161-171
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    • 2018
  • Objectives: This study aimed to identify the process of psychosocial assessment, the experience of intervention, and the improvement after the disaster that Danwon high school students survived from the sinking of the Motor Vessel (MV) Sewol in South Korea on April 16, 2014. Methods: We conducted in-depth qualitative research using individual interviews from January to February 2017. Twenty-one of 75 Danwon high school students survived by the MV Sewol disaster were studied. Two interviewers participated in the in-depth interview. Interviews were transcribed verbatim, coded, and analyzed through content analysis based on psychosocial assessment and intervention after the disaster. Results: Twenty-one participants were 20 years old, where 10 were male (47.62%), and 11 were female (52.38%). More than 75% of the interviewed students felt that mental health services were needed, and more than 85% required mental health assessments. Regarding psychiatric symptoms, the students reported that they suffered depression and insomnia (19.05%), anxiety (14.29%), nightmares and phobias (9.52%), and difficulties regarding concentration, aggression, and game addiction (4.76%). Conclusion: Despite survivors experiencing the same disaster, there were differences in their responses to mental health assessments and interventions experienced during the three years, and conflicting opinions were reported. In planning future evaluations and interventions, it is necessary for strategies to cope with flexibly to consider the characteristics and symptoms of the survivors while maintaining principles.

A Comparative Study of the Influencing Factors of Smartphone Dependence between Elementary and Middle School Students (초등학생과 중학생의 스마트폰의존 영향요인에 관한 비교연구)

  • Kwon, Hyemin;Kim, Boreum
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.827-839
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    • 2022
  • The severity of smartphone dependence among early adolescents, known as the most vulnerable group to smartphone addiction, is increasing. In this study, the factors affecting the smartphone dependence of early adolescents were analyzed by separating into elementary school and middle school students. For this purpose, the 1st data from Korean Children and Youth Panel Survey(2018) was used. The subjects of the study were 2,607 4th grade from elementary school and 2,590 1st grade from middle school. Factors that affect to smartphone dependence of both elementary and middle school students in common were gender, self-esteem, aggression, time spent with parents, and negative parenting attitude. On the other hand, region(city size), economic level, health status, school life satisfaction, and relationship with teachers were significant in the smartphone dependence of elementary school students, but not in middle school students. In middle school students, positive parenting attitudes were significant. Based on the results of the analysis, implications for policy establishment and social service provision were drawn to encourage the proper use of the by early youth.

Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

Development and Validation of the Social media Anxiety and Anger Contagion Scale (소셜 미디어 불안과 분노 전염 척도의 개발 및 타당화)

  • Taeho, Moon;Wonyoung, Song
    • Korean Journal of Culture and Social Issue
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    • v.28 no.4
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    • pp.717-748
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    • 2022
  • This study was conducted to develop and validate the social media anxiety and anger scale(SAACS), which measures emotions, especially anxiety and anger that can be contagioned to individuals, through posts and comments on social conflicts in social media. A literature search was conducted on social conflicts in social media, 12 factors(anxiety and anger about gender, crime, generation, wealth gap, politics, region) were selected. Then questions were developed after looking into previous literature and reviewing community posts and comments, and 105 preliminary questions were selected. Following the results of exploratory and confirmatory factor analysis for people aged 20 to 39 age group, SAACS was revised to 12 factors(anxiety and anger about gender, crime, generation, wealth gap, politics, and region) and 48 questions. When verifying the validity, the SAACS had a significant level of correlation with the SNS addiction tendency scale, Rosenberg self-esteem scale, Korean aggression questionnaire(K-AQ), and the state-trait anxiety inventory(STAI-X). SAACS showed no significant correlation with Korean emotional contagion scale(K-ECS). Finally, based on the results, the implications of this study and suggestions for future studies were discussed.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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Sleep and Suicidal Risk Factors in Korean High School Students (고등학생 청소년들의 수면과 자살위험요인)

  • Jeong, Ja-Hyun;Jang, Yong-E;Lee, Hae-Woo;Shim, Hyun-Bo;Choi, Jin-Sook
    • Sleep Medicine and Psychophysiology
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    • v.20 no.1
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    • pp.22-30
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    • 2013
  • Objectives: Sleep problems has been consistently reported as a suicidal risk factor in adults and, recently, also in adolescents. In this study, dividing study subjects by the previous suicidal behaviors (suicidal vs non-suicidal), we compared the group differences of suicidal risk factors, and examined the possibility of sleep as a suicidal risk factor. Methods: Study subjects were 561 (271 boys and 290 girls) from a community sample of high school students. Suicidal Risk Behavior Checklist, Center for Epidemiological Study-Depression (CES-D), Symptom Checklist-90-Revision (SCL-90-R) Anxiety and Aggression subscale, Pittsburg Sleep Quality Index (PSQI) were done. Results: Forty six students (8.1%) reported previous actual self-harm behavior as a suicidal attempt, 181 students (32.4%) reported having suicidal thought only. Three hundred thirty four students (59.5%) reported no previous suicidal behavior (thought and attempt, both). Suicidal behavior group showed higher score on risk behaviors such as school violence, substance use and internet addiction. CES-D, SCL-90-R, PSQI showed significant group difference. Logistic regression analysis showed suicidal risk were significantly associated with depression, stress in suicidal risk factors and sleep latency, daytime dysfunction in PSQI. Analysis of variance (ANOVA) shows the most prolonged sleep latency and increased index of all PSQI components except sleep efficiency in suicidal attempt group. Conclusions: Sleep Problems had a strong association with the suicidal risk behavior in adolescents. Sleep problems, especially, prolonged sleep latency, daytime dysfunction might be important markers for suicidal behavior. Screening for sleep problems in adolescents are encouraged for the parents, school teachers, and related medical physicians.