• Title/Summary/Keyword: Computer-Game addiction

Search Result 79, Processing Time 0.023 seconds

Analysis of Online Game Addciton with fMRI (fMRI를 이용한 온라인게임 중독 특성 분석)

  • Nam, Sang-Chun;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
    • /
    • v.13 no.6
    • /
    • pp.35-42
    • /
    • 2010
  • In this paper, the characteristics of online game addiction have been analyzed using fMRI. The fMRI images are taken from six target subjects who are around 20 years old, right-handed, and undergraduate male students with online game stimulations. The images are processed using SPM5, and statistical analysis showed following characteristics. First, online game stimuli produces an activation in BA18 of brain, and the Pearson correlation coefficient between the activation intensity of BA18 area and the addiction index value is very highly as .94. Second, the Pearson correlation coefficient is .75 between addiction index of subjects and activation index of the mesencephalon. From these observations, we found that the online game stimuli were processed as visual stimuli by subjects' brain, and the subject's brain with bigger addiction index processes more actively from the online game stimuli. Also, the online game stimuli activate the mesolimbic system, and therefore these findings may contribute for comparing the mechanism between general addiction and online game addiction.

  • PDF

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
    • /
    • v.16 no.2
    • /
    • pp.295-302
    • /
    • 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.

  • PDF

Development of Teacher Training Programs for Game Addiction Treatment (게임 중독 치료를 위한 교사 연수 프로그램 개발)

  • Lee, Ha-Na;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.2
    • /
    • pp.139-148
    • /
    • 2010
  • This study aimed to develop the teacher training programs to prevent and treat of game addiction. First, we analyzed the existing training programs concerning game addiction and searched for various strategies applicable to game addiction prevention and treatment education programs. On this ground, training programs were divided into three courses that were the prevention program for normal students, the treatment program I for students in the potential-risk group, and the treatment program II for those in the high-risk group. For the prevention program, commonalities were drawn and developed from the existing studies and training programs; and for treatment programs, game addiction clinic centers were analyzed to draw various useful strategies and contents. We also developed the details of those programs in consultation with experts. As a result of content validity about the developed teacher training program to prevent and treat of game addiction, this program was generally appropriate and acceptable. We expect that the developed programs help to treat a student who has game addiction effectively.

  • PDF

A Study on Difference of Internet Game Addiction Tendency According to The Game with Use (인터넷 게임 사용 실태에 따른 게임 중독 경향의 차이에 관한 연구)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.2
    • /
    • pp.159-166
    • /
    • 2008
  • The purpose of this study is to examine the usage of time for internet game in students of college and analyse the addiction and verify the relation between elements of the capacity of self-control and internet game addiction. The result show that the use time and the duration of daily internet game have influence on the internet game addiction(p<0.05) and also show that they have highly influence(+) on the relation elements of self-control : the trouble of studies, the loss of human relation, the confusion between the real and virtual, and the escapism.

  • PDF

A Study on the Game Addiction of Children with Domestic Violence Experience (가정폭력을 경험한 아동의 게임중독 연구)

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.3
    • /
    • pp.145-156
    • /
    • 2015
  • The aim of this study is to identify whether the domestic violence experience of children has an impact on their game addition and to verify the direct effects and moderating effects of social support. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 328 subjects of domestic violence experience from were analyzed. The analytic results are as the following. When verifying the impact of a domestic violence experience of children on their game addiction, domestict violence was found as the key variable that has a negative impact on children's game addiction. The results indicated that children with higher levels of domestict violence more likely to have higher levels of game addiction. Furthermore, boy's addiction degree to game was higher than girls' and lower education levels of mother, higher grades were found to be associated with higher game addiction. The impact of children's social support on their game addiction was analyzed. The analytic results suggest that social support has a impact on their game addiction. In other words, higher social support means lower game addiction. The moderating effect of social support was analyzed. Social support check the moderating effect of domestic violence of children on their game addiction. The Implications of these findings were discussed.

Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
    • /
    • v.14 no.4
    • /
    • pp.589-603
    • /
    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

  • PDF

Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.1
    • /
    • pp.13-23
    • /
    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.

The Effect of Children's perception of parenting attitude and learned helplessness on computer game addiction (부모의 양육태도, 학습된 무기력이 컴퓨터 게임중독에 미치는 영향)

  • Kweon, Soon-Hee;Kweon, Soon-Nyu
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.4
    • /
    • pp.59-69
    • /
    • 2008
  • The purpose of this study was to investigate children's Perception of parenting attitude parent and learned helplessness on addictive use of computer game. The data was collected through paper-pencils surveys with 745 students who are attending the 4, 5, and 6 grade of three elementary schools. The instrument used to see how they looked at the parenting attitude of their was Ji-hyun Hwang(2006)'s Perceived Parenting Attitude Inventory, Chang-woo Song(1997)'s Learned Helplessness, and Internet Game Addiction Test by developed Korean Agency Digital Apportunity & Promotion. Statistics and methods used for the data analysis were Cronbach'a alpha, freuency, percentage, Two-Way ANOVA, Pearson's Correlation, and Regression by using SPSS WIN 12.0. The results of this study is described as follows. In this study, prevalence of computer addiction tendency and addiction is 14.3%. Male students showed highest computer addiction game than female students.

  • PDF

The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy (게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과)

  • Pyo, Myung-Hwa;Lee, Young-Man
    • 한국초등상담교육학회:학술대회논문집
    • /
    • 2004.01a
    • /
    • pp.105-118
    • /
    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

  • PDF

The Effects of Participation in Sociodrama among Computer Game Dependent Adolescents (컴퓨터 게임 의존 청소년 치료를 위한 소시오드라마 효과 연구)

  • 김태은;이정숙
    • Journal of Families and Better Life
    • /
    • v.21 no.4
    • /
    • pp.55-67
    • /
    • 2003
  • Nowadays, computer game dependency among adolescents, especially male adolescents, is emerging as a social problem. Therefore, treatment for computer game dependency has become positively necessary. This study aimed at investigating the effects of participation in sociodrama on the students suffering from computer game addiction. For this study, 380 male students in the 8th grade were asked to complete a questionnaire about themselves. After these data had been analyzed using SPSS, eight students were selected as the experimental group. The control group consisted of eight adolescents who were similar to the experimental group in the level of computer game dependency and in the psychological factors such as impulsiveness, depression, and the lack of self-control. The experimental group participated in twelve sociodrama sessions over 11 weeks, whereas the control group did not receive any treatment. The first follow-up test was conducted eleven weeks after the pretest, and the second follow-up test was done nine weeks after the first one. The results indicate that the sociodrama played an important role in alleviating the computer game addiction. At the same time, the participation in sociodrama brought positive changes in the psychological factors of the adolescents.