• Title/Summary/Keyword: Addiction to online games

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Internet Addiction and Life Satisfaction of Chinese Students in Korea (중국 유학생의 유학생활 만족도와 인터넷 중독에 관한 연구)

  • Fu, Wen Wen;Kim, Min Jeong
    • Korean Journal of Human Ecology
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    • v.23 no.3
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    • pp.557-569
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    • 2014
  • As the number of Chinese students in Korea has significantly increased, the problems of students' life and academic achievement has appeared obviously. Utilizing an analysis on the relationship between the life satisfaction of Chinese students in Korea and the degree of internet addiction, the purposes of this research are to improve the quality of Chinese students' life and to contribute to the growth of Chinese students in Korea. A questionnaire-type survey was conducted on 350 Chinese college students in Daegu. The results of this study are as follows: First, the used time on internet games, chat and on-line TV differs from gender, the duration of internet games and their academic performance. Second, there are significant differences by gender, Korean ability, and academic performance in the life satisfaction of Chinese students in Korea. Third, Chinese college students in Korea are more addicted in the internet than Korean or Chinese college students at their own country. Fourth, the longer playing online game, the longer watching online TV, the less communicating with the Koreans, and the less satisfying with non -study related activities, the more Chinese college students of studying in Korea are addicted in the internet.

A Study on the Effect of Social Psychological Factors on Internet Addiction (사회 심리적 요인이 인터넷 중독에 미치는 영향에 관한 연구)

  • Kim, Jung-Yul;Lee, Sung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.245-254
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    • 2009
  • New research on internet addiction identifies online users who became hooked on internet online games, chatting, and even internet shopping only to see their lives become increasingly unmanageable because of the Internet. The purpose of this study is to examine the causal relationship between internet addiction and social psychological factors of college students. This study model used four themes(self-esteem, self-efficacy, family relationships, stress) in order to identify the effect of social psychological factors on internet addiction. The result of this study identified that self-esteem, self-efficacy, stress have a significant effect on internet addiction. Future areas for studying internet addiction are continuously discussed.

The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem (일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로)

  • Koun, Nam-Suk;Lee, Ji-Hyun
    • Journal of the Korean Society of School Health
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    • v.26 no.1
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    • pp.13-25
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    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

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Measuring Industry Regulations Using an Agent-based Model: The Case of Online Games in Korea

  • Taekyung Kim;Seongmin Jeon;Jongil Kim
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.165-180
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    • 2019
  • As game industry prospers, the negative side of games becomes highlighted as well as its contributions to economy growth. In spite of strong arguments for the necessity to regulations as a means to decrease addiction or overindulgence, research has produced future suggestions rather than quantifiable evidence. In this paper, we propose adopting a simulation approach in addition to quantitative approaches to better understand optimal regulatory levels since a simulation approach can visualize unexpected side effects of regulations. In this study, we suggest the application of an agent-based model (ABM) as a smart service to measure the effects of regulatory policies. We review cases applying ABM in various domains and consider the possibility of using an ABM to understand the effectiveness of web board-game regulations. We find that the ABM approach would be useful in several areas, such as the analysis of regulatory effects that reflect a variety of characteristics, the measurement of micro-regulatory effects, and the simulation of regulations.

A study on the impact of smartphone addiction on adolescents' school adaptation - Focusing on students attending middle schools in Gwangju Metropolitan City

  • Gull Lim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.231-239
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    • 2024
  • This study was conducted with the purpose of understanding the factors that influence smartphone addiction on adolescents' school adaptation. The subjects were examined with a focus on students currently attending middle schools in Gwangju Metropolitan City, and data analysis was conducted using SPSS 26.0 to examine the factors influencing school adaptation, focusing on the inducements and forced inducements that lead teenagers to fall into smartphone addiction. As a result of the analysis, it was found that anonymity and desire satisfaction among the attractive factors leading to smartphone addiction have a negative impact on school adaptation, and the forcing factors that cause adolescents to become overly dependent on smartphones include online games, online chatting, online addiction, and social interaction. It was analyzed that both action and information search had a negative impact on adolescents' school adaptation. Based on the above results, policy recommendations were presented by considering the points pointed out by the two discovered factors.

The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.

Research Trends in Study for the Game Addiction (게임중독에 대한 연구동향 -Pubmed를 중심으로-)

  • Jang, Young-Ju;Choe, Gang-Uk;Jung, In-Chul;Lee, Sang-Yong
    • Journal of Haehwa Medicine
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    • v.16 no.2
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    • pp.295-302
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    • 2007
  • Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.

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Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.