• Title/Summary/Keyword: Addiction factor

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Validation of Korean Love addiction Questionnaire-Short Form (K-LAQ-SF) (한국 단축형 사랑중독 척도(Korean-Love Addiction Questionnaire-Short Form: K-LAQ-SF) 타당화 연구)

  • Song, Yeon-Joo;Ha, Moon-Sun
    • Korean Journal of Culture and Social Issue
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    • v.26 no.4
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    • pp.501-524
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    • 2020
  • This study was conducted to validate the Korean Love addiction Questionnaire-Short Form (K-LAQ-SF) applicable to Korean society. As a result of exploratory factor analysis for Love addiction 40 Questions(Peabody, 2005), the final 5 factors and 15 questions appeared, and the model fit of the final scale was confirmed through confirmatory factor analysis. The results of the equivalence test showed that the theoretical structure of the abbreviated scale works in the same way for each gender. The results of correlation analysis between K-LAQ-SF and original scale showed that the abbreviated scale represented the original scale relatively faithfully. Finally, the results of correlation analysis between this scale and relationship addiction, love type and depression showed that convergence, discrimination and criterion validity were secured. K-LAQ-SF is significant in that it can be usefully used to easily measure the characteristics of Korean adults' love addiction in a short time based on stable reliability and validity.

A Study for Smart Phone Addiction Model for Adolescent (청소년 스마트폰 중독모형에 관한 연구)

  • Lee, Jong-Ha
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.433-442
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    • 2016
  • The purpose of this study is to understand smartphone addiction of adolescent by SEM analysis. This study was analyzed relations of self-esteem, negative parenting attitudes, school adjustment and peer attachment based on the KCYPS 2014. As a result of negative parenting attitudes and peer attachment is a factor that increases the smartphone addiction, self-esteem and school adjustment factors were analyzed by reducing the smartphone addiction. So it suggested clinical and policy intervention for reducing the smartphone addiction in adolescents.

The mediation of emotional dysregulation in the influence of social exclusion on SNS addiction tendency (SNS 중독경향성에 대한 사회적 배제감의 영향에서 정서조절곤란의 매개)

  • Seongsoo Lee
    • Journal of Advanced Technology Convergence
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    • v.2 no.4
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    • pp.21-30
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    • 2023
  • This paper tried to determine whether emotional dysregulation would function as a mediating variable when social exclusion affects SNS addiction tendencies. For this purpose, a survey was conducted targeting students enrolled in a university located in the central region. Responses from 298 people were analyzed. The analysis results show that social exclusion completely mediates emotional dysregulation and influences SNS addiction tendencies. Meanwhile, we set the two sub-dimensions of social exclusion as independent variables to determine whether it influences SNS addiction tendency through emotion regulation. It was found that the experience of being ignored influenced the tendency to addict to SNS by partially mediating the experience of emotion regulation, while the experience of rejection was found to affect the tendency to addict to SNS by fully mediating the experience of emotion regulation. These analysis results show that when establishing social exclusion as an influential factor in SNS addiction tendency, it is meaningful not only to set it as an overall factor but also to approach it by dividing it into individual factors.

The Influences of Shopping Orientation and Impulse Buying Orientation on Internet Shopping Addiction to Fashion Products (소비자의 쇼핑성향과 충동구매성향이 인터넷 패션제품 쇼핑중독에 미치는 영향)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.2
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    • pp.27-41
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    • 2013
  • The purpose of this study is to find out the influences of consumers' shopping orientation and impulse buying orientation on shopping addiction to fashion products in the internet shopping malls. This study surveyed 521 male and female consumers in their 20s~40s in August 2012 who have purchased fashion products through internet shopping malls. For statistical analysis, descriptive statistics, reliability analysis, $x^2$-test, factor analysis, ANOVA analysis, Duncan test, and regression analysis were carried out using SPSS for Windows 12.0. The results are as follows. First, it was identified that there were not significant differences in consumers' demographic characteristics according to the level of internet shopping addiction consumer groups. Second, high level shopping addiction consumers were higher in pleasure/convenience seeking, fashion seeking, and brand seeking shopping orientations and in refreshing, non-plan shopping, recommendation from acquaintances, product stimulus, purchaser stimulus, sales promotion stimulus impulse buying orientations than low level consumers. Third, internet shopping addiction was significantly influenced by the pleasure/convenience, fashion, economic efficiency, brand, sale seeking shopping orientations and refreshing, non-plan shopping, sales promotion stimulus impulse buying orientations. The results of this study will help internet fashion enterprises to handle the consumers with shopping addiction as well as the consumers with high shopping addiction to be able to manage their shopping addiction themselves.

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Parents, peer, and teachers relations as predictor of adolescent adult media addiction and depression (부모의 양육 방식, 또래 및 교사 관계가 청소년 성인 매체 중독과 우울에 미치는 영향)

  • Kim, Hyo-Jung;Rha, Jong-Youn
    • Human Ecology Research
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    • v.55 no.6
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    • pp.567-580
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    • 2017
  • This study explored the influence of adolescent depression on adult media addiction by examining Bronfenbrenner's ecological perspective. The ecological perspective is a useful framework to identify the link between youths' interacting subjects in the ecological environment. It can also be used to understand adolescent problems and addiction behaviors. The current study examined the influence of parents, peers, and teachers on adult media addiction and depression with a focus on micro-systems that have the greatest influence on adolescents among various environmental systems. We analyzed 568 participants who reported exposure to adult media. SPSS 20.0 was used to conduct a descriptive analysis of the data; AMOS 19.0 was used to conduct a confirmatory factor analysis and structural equation model. The results of study are as follows. First, parental abuse and peer alienation significantly increases depression. Second, peer communication significantly decreases depression. Third, parental monitoring and parental affection significantly decreased adult media addiction. Fourth, parental abuse, peer alienation, and depression significantly increased adult media addiction. This study is meaningful in that it examines the influence of parent, peer, and teacher relationships among adolescents on adult media addiction and depression. This study can be helpful to understand adult media addiction and depression among Korean adolescents.

The Effects of Children's Perception of Communications with Mothers and Self-Control on Game Addiction (아동이 지각한 어머니와의 의사소통과 자기통제가 게임풍독에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.41 no.1
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    • pp.77-91
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    • 2003
  • The purpose of this study was to explore the effects of children's perception of communications with mothers and self-control on game addiction. The subjects were 739 children of 4th, 5th and 6th grade. The subjects rated themselves on questionnaires regarding communications with mothers, self-control and game addiction scale. The major findings of this study were as follows: 1) 6th grade children addicted more than 4th and 5th grade children. And boys addicted more than girls. 2) Sex had a direct and indirect effect through children's perception of problematic communications with mothers and self-control on game addiction and was the first contribution factor Children's self-control had a first direct negative effect on game addiction. 3) Children's perception of problematic communications with mothers had a direct positive effect and an indirect positive effect through self-control on game addiction. Grade had a direct positive effect and an indirect positive effect through children's perception of open and problematic communications with mothers and self-control on game addiction. Children's perception of open communications with mothers had a direct positive effect and an indirect negative effect through self-control on game addiction.

A Factor Analysis on the Relation between the Internet Addiction of Adolescent and Family & School Background (청소년의 인터넷 중독과 가정 및 학교환경과의 관계에 관한 요인분석)

  • 정종기;조춘범
    • Journal of the Korea Society of Computer and Information
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    • v.6 no.4
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    • pp.168-178
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    • 2001
  • The purpose of this thesis is to study an effect for the relation between internet addiction of adolescent and family & school background in information society, and for this study I did a factor analysis. This study surveyed with questionnaire, and analyzed 666 valid samples through SPSS program. As a result of factor analysis, in family background, ‘educational method of parents is a democratic’, ‘concerning of parents and offsprings’ and ‘intimacy of parents and of offsprings’ have main factors of family background for internet addiction of adolescent. In school background, ‘intimacy of teachers and students’, ‘satisfaction of school's educational system’, and ‘relationship among the friends in school’have main factors of school background of internet addiction of adolescent.

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Developing Internet Game Addiction Scale for Children (아동용 인터넷 게임 중독 척도 개발)

  • Kim, Seung Ok;Kim, Hye Soo;Lee, Kyung Ok
    • Korean Journal of Child Studies
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    • v.28 no.6
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    • pp.37-52
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    • 2007
  • This study was planned to develop an Internet Game Addiction Scale for 9- to 12-year-old Korean children. Based on literature review and analysis of counseling cases, the concept of the internet game addiction was defined. Items of the scale were developed and then the content validity of the scale was examined by 20 professionals. Then a preliminary survey of 188 3rd to 6th grade students was made, and the main survey of 699 3rd to 6th grade students throughout Korea. The main results are as follows; [I] Internet Game Addiction Scale consists of 3 factors with 20 items : game-oriented life(6 items), tolerance & mastery loss(7 items), and withdrawal & emotional experience(7 items); [II] appropriateness of item mean and standard deviation was proved, a 3-factor structure confirmed through factorial analysis and cross validation; [III] appropriateness of the scale confirmed through criterion validity and reliability.

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A Study in Compulsive Buying Behaviors and Internet Addiction among E-Commerce Users between the Ages of 20~30 (20∼30대 인터넷 쇼핑몰 이용자의 강박적 구매성향과 인터넷 중독성향에 관한 연구)

  • Kang, Lee-Ju;Lee, Young-Ae
    • Journal of the Korean Home Economics Association
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    • v.48 no.1
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    • pp.67-81
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    • 2010
  • Consumer researchers found that compulsive buying was a part of a category of compulsive consumption that was interrelated to addictive and repetitive behaviors. The present study empirically examined the co-morbidity of compulsive buying and Internet addiction among e-commerce users in terms of consumption disorders. Although the prevalence of Internet use and on-line sales remarkably increase in recent years, almost no study examines on-line compulsive buying behavior. This study explored the link between compulsive buying and Internet addiction among e-commerce users, and investigated the characteristics of on-line shoppers with respect to two forms of compulsive consumption, which were divided into compulsive buying and Internet addiction. Additionally, factors that related to compulsive buying behaviors among e-commerce users were also examined. The present research was conducted using a convenience sample of 394 young adults between the ages of 20-30, and the Faber and O'Guinn's DSCB scale and the Widyanto's Internet addiction scale (IA) were used. Confirmatory factor analyses were utilized to evaluate the structure of the DSCB and IA, and a Probit model was used to examine determinants for the compulsive buying behaviors of e-commerce users. E-commerce users were classified into four groups; high compulsion and high addiction, low compulsion and low addiction, high compulsion and low addiction, and low compulsion and high addiction. Consumers with high compulsion and high addiction spent higher amounts of money on their on-line purchases and were frequently connected with the Internet compared to the three other consumer groups. Consumers with compulsive buying behaviors were also found to have significantly greater Internet addiction tendencies than typical buyers. Compulsive buyers were more likely to engage in Internet addiction and the number of purchasing via on-line shopping mall, and had higher materialism. Policy implications and suggestions for consumer education programs were discussed.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.