• 제목/요약/키워드: Cyberspace Addiction

검색결과 11건 처리시간 0.024초

사이버공간 중독유형와 청소년의 사회심리적 환경 (Types of Cyberspace Addiction and Adolescents' Psycho-Social Environment)

  • 백승문;황미영;김영희
    • 대한가정학회지
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    • 제41권1호
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    • pp.169-185
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    • 2003
  • The present study was to investigate whether Cyberspace addiction groups could be classified into types and examine the relationship with types of Cyberspace addiction and adolescents' psychological environment. The findings were as follows: First, adolescents' Cyberspace addiction was analyzed by factor analysis and classified by four different types, which were named as sensation seeking, life interference, time dependency, and psychological dependency. Second, male students experienced more sensation seeking and life interference tendencies than female students who experienced more psychological dependency tendency than male students. High school students experienced more life interference tendency than middle school students. Third, there was relationship with types of adolescents Cyberspace addiction and psychological environment. Adolescents who addicted Cyberspace with sensation seeking were more likely to avoid conversation with families, and had a tendency of compulsiveness and depression. Adolescents who addicted Cyberspace with life interference had a tendency of compulsiveness and depression, and had a problem of school life and family relationship. Adolescents who addicted Cyberspace with time dependency showed the compulsiveness and avoided conversation with families. Adolescents who addicted Cyberspace with psychological dependency were more likely to have peer relationship and had a tendency of depression. Conclusively, the psycho-social environment such as compulsiveness, depression, family and peer relationship, and school environment was related to types of adolescents' Cyberspace addiction more or less.

청소년 인터넷 중독에서의 내현적 자기애에 관한 연구 : 익명성, 실재감, 상호작용성, 성취 동기와의 연관 (A Study of Covert Narcissism in Adolescent Internet Addiction : Relationship to Anonymity, Presence, Interactivity, and Achievement Motivation)

  • 최원희;손정우;김영랑;이상익;신철진;김시경;주가원
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제22권2호
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    • pp.103-111
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    • 2011
  • Objectives : This study compared covert narcissistic propensity in adolescents with internet addiction tendency to normal adolescents. Further, we investigated the correlation between such propensities and anonymity in cyberspace, presence feeling and interactivity in internet gaming, and achievement motivation in adolescents with internet addiction tendencies. Methods : Male middle school students with internet addiction tendencies (Addiction Tendency Group, N=27) and normal students (Control Group, N=29) were recruited. The scale of internet use, Covert Narcissism Scale, scale of achievement motivation, scale of anonymity in cyberspace, scale of presence feeling in internet games, and the scale of interactivity in internet games were administered. A comparison of the average scores and correlation analyses were performed. Results : 1) Compared with Control Group, the Addiction Tendency Group showed significantly higher scores on all subscales of the Covert Narcissism Scale, and both the scale of presence feeling and that of interactivity in internet games. Further, the score on the scale of achievement motivation for the Addiction Tendency Group was significantly lower than that of the Control Group. 2) In the Addiction Tendency Group, the scores on several subscales of the Covert Narcissism Scale were significantly positively correlated with the scores on the scale of presence feeling in internet games, anonymity in cyberspace, and interactivity in internet games. However, in the Control Group, the scores of several subscales on the Covert Narcissism Scale were significantly negatively correlated with the score on the scale of achievement motivation, and was significantly positively correlated with the score on the scale of interactivity in internet games. There were no other significant correlations between the scores on the subscales of the Covert Narcissism Scale and the scores of either presence feeling in internet games or anonymity in cyberspace. Conclusion : These results suggested that adolescents with a tendency to be addicted to the internet exhibited higher covert narcissistic propensities than normal adolescents and that the covert narcissistic tendencies were related with presence feeling in cyber games as well as with anonymity in cyberspace.

청소년의 SNS중독과 현실공간 및 가상공간에서의 자아정체감의 관계 (Association Between the Addiction of SNS and Ego-Identity of Youth's in Both Reality and Cyber Space)

  • 신혜선;윤석희
    • 디지털융복합연구
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    • 제15권8호
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    • pp.225-234
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    • 2017
  • 본 연구는 남녀 청소년을 대상으로 SNS중독상태, 현실공간 및 가상공간의 자아정체감의 상태를 확인하고, SNS중독여부와 현실공간 및 가상공간에서의 자아정체감 사이의 관계를 규명하고자 시행되었다. 연구대상자 중 남성이 여성보다 SNS사용 시간이 더 많았고, SNS친구 수가 많을수록 SNS 사용을 더 많이 하는 것으로 나타났다. 현실과 가상공간에서의 자아정체감 하위 영역 상관관계에서는 대부분의 영역에서 정의 상관관계를 보였으며, 현실공간 자아정체감과 SNS중독의 각 하위 영역과도 모든 영역에서 정의 상관관계를 보였다. 그러나 SNS중독과 가상공간 자아정체감의 영역에서는 주도성을 제외한 나머지 영역에서 음의 상관관계를 나타내었다. 이를 통하여 SNS중독 대상자들에 대한 교육과 관리가 필요하며, 현실공간 및 자아정체감의 각 하위영역별로 대상자들을 중재할 수 있는 프로그램이 개발되어야 할 것이다.

게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구 (An Ethnographic Study on Cyber-Delinquency among Adolescents)

  • 성윤숙;이소희
    • 아동학회지
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    • 제24권3호
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    • pp.109-134
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    • 2003
  • Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

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What is meaning of internet game to the University students?

  • Kim, Jung-Ae
    • International Journal of Internet, Broadcasting and Communication
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    • 제8권2호
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    • pp.75-80
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    • 2016
  • Objectives : The objective of this study is to examine the experiences of Internet game experience targeting to University students in Korea. Research topics was "What is meaning of internet game to the University students?" Methods : Classical phenomenology underpinned this study. Seven qualitative studies of University students were conducted between 20 and 23 years old. Semi-structured interviews were conducted. Interviews were audio recorded and transcribed verbatim. Phenomenological thematic analysis of data was undertaken. Results : The findings pivot around three interconnected themes :[Expectations for the emotional needs], [Spend time in the cyberspace], [Relieve stress throughout the game], [Instead of satisfaction from virtual reality], [Internet gaming repeat and desires]. The basic need for getting into internet game was [satisfaction from virtual reality was identified]. While internet games was eliminated stress, [Expectations for the emotional needs] and [Spend time in the cyberspace] were the catalyst that makes them repeatedly getting into Internet the game. Based on the result, I suggest that Internet gaming should be recognized as a tool to relieve stress for college students, But it is not satisfied with the reality in virtual space. Therefore, the strategy must be to recognize reality accompanying. And Using a lot of time in cyberspace make them cause of internet game addiction. Therefore, it requires a systematic strategy for the Internet using time limits. Also the emotional needs met were motivated to repeat an Internet game. So another way to meet the emotional needs to college students should be sought.

Exploring the Differences between Adolescents' and Parents' Ratings on Adolescents' Smartphone Addiction

  • Youn, HyunChul;Lee, Soyoung Irene;Lee, So Hee;Kim, Ji-Youn;Kim, Ji-Hoon;Park, Eun Jin;Park, June Sung;Bhang, Soo-Young;Lee, Moon-Soo;Lee, Yeon Jung;Choi, Sang-Cheol;Choi, Tae Young;Lee, A-Reum;Kim, Dae-Jin
    • Journal of Korean Medical Science
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    • 제33권52호
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    • pp.347.1-347.11
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    • 2018
  • Background: Smartphone addiction has recently been highlighted as a major health issue among adolescents. In this study, we assessed the degree of agreement between adolescents' and parents' ratings of adolescents' smartphone addiction. Additionally, we evaluated the psychosocial factors associated with adolescents' and parents' ratings of adolescents' smartphone addiction. Methods: In total, 158 adolescents aged 12-19 years and their parents participated in this study. The adolescents completed the Smartphone Addiction Scale (SAS) and the Isolated Peer Relationship Inventory (IPRI). Their parents also completed the SAS (about their adolescents), SAS-Short Version (SAS-SV; about themselves), Generalized Anxiety Disorder-7 (GAD-7), and Patient Health Questionnaire-9 (PHQ-9). We used the paired t-test, McNemar test, and Pearson's correlation analyses. Results: Percentage of risk users was higher in parents' ratings of adolescents' smartphone addiction than ratings of adolescents themselves. There was disagreement between the SAS and SAS-parent report total scores and subscale scores on positive anticipation, withdrawal, and cyberspace-oriented relationship. SAS scores were positively associated with average minutes of weekday/holiday smartphone use and scores on the IPRI and father's GAD-7 and PHQ-9 scores. Additionally, SAS-parent report scores showed positive associations with average minutes of weekday/holiday smartphone use and each parent's SAS-SV, GAD-7, and PHQ-9 scores. Conclusion: The results suggest that clinicians need to consider both adolescents' and parents' reports when assessing adolescents' smartphone addiction, and be aware of the possibility of under- or overestimation. Our results cannot only be a reference in assessing adolescents' smartphone addiction, but also provide inspiration for future studies.

청소년의 사이버 자기개념,자기효능감, 친구관계, 주관적안녕감과 학업성취도: 인터넷 중독인식집단과 비중독집단의 비교 (Analysis of the self-concept in the cyberspace, self-efficacy, relationship with friends, subjective well-being and academic grade: Comparison of adolescents who are addicted to Internet to non-addicted adolescents)

  • 김의철;박영신;탁수연;김정희;오미선
    • 한국심리학회지 : 문화 및 사회문제
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    • 제19권2호
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    • pp.285-318
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    • 2013
  • 이 연구에서는 청소년 인터넷 중독인식집단의 사이버 자기개념과 인간관계, 심리 행동특성을 이해하는데 주된 관심이 있다. 이를 위해 인터넷 중독인식집단과 비중독집단의 사이버 자기개념, 자기효능감, 친구관계, 주관적안녕감 및 학업성취도의 차이를 비교하였다. 최종 분석대상 수는 1,057명(남 545명, 여 512명)이었으며, 학교별로는 중학생 326명, 일반계 고등학생 361명, 특성화 고등학생 370명이었다. 분석결과, 첫째, 사이버공간에 있을 때 자기인식에 대해 질적 분석을 한 결과, 인터넷 중독인식집단은 재미있다가 가장 높은 반응률을 나타내고 그 다음으로 평소와 같다, 시간을 보낸다, 가상인물이 된다 등의 순서를 보였다. 반면에 인터넷 비중독집단은 평소와 같다가 가장 높은 반응률을 나타내고, 그 다음으로 재미있다, 시간을 보낸다, 가상인물이 된다 등의 순서를 나타내었다. 인터넷에서 게임할 때 자기인식으로는 인터넷 중독인식집단과 비중독집단 모두 재미있다를 가장 많이 지적하였는데, 응답자의 반수가 이에 해당하였다. 그 다음으로 몰입한다, 거칠어진다와 같은 범주들이 포함되었다. 둘째, 인터넷 중독인식집단과 비중독집단의 자기효능감 차이를 공변량분석한 결과, 비중독집단이 중독인식집단보다 자기조절학습효능감, 관계효능감, 어려움극복효능감이 더 높았다. 셋째, 인터넷 중독인식집단과 비중독집단의 친구관계 차이를 공변량분석한 결과, 친한 친구 수와 가까운 친구 수에서 모두 의미있는 차이가 없었다. 그러나 비중독집단은 중독인식집단보다 친구로부터 정서적 지원을 더 많이 받았고, 반면에 따돌림을 적게 경험하였다. 넷째, 인터넷 중독인식집단과 비중독집단의 주관적안녕감 차이를 공변량분석한 결과, 비중독집단이 중독인식집단보다 훨씬 주관적안녕감이 높은 것으로 확인되었다. 다섯째, 인터넷 중독인식집단과 비중독집단의 학업성취도 차이를 공변량분석한 결과, 비중독집단이 중독인식집단보다 객관적 성적만이 아니라 주관적 성취지각에서도 높은 학업성취도를 나타내었다.

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사이버 괴롭힘의 실태와 대응방안 (Actual Conditions of Cyberbullying and the Countermeasure)

  • 임운식;최현식
    • 한국재난정보학회 논문집
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    • 제6권1호
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    • pp.122-137
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    • 2010
  • The purpose of this study is to find the exact state of cyberbullying and the countermeasure for it. cyberbullying is characterized by having the wideness, the anonymity and the intellectualization unlike the harassment of off-line. The result of this study, the cyberbullying is increased through the e-mail, cellular phone, and website around the teenagers. In particular, the cyberbullying has appeared mainly among the same age friends, it is proved that injurers inflict the harassment mainly at their own place and the ratio of the harassment by one self is higher than many. In addition, it is quite probable that the injurer-student who inflicts the harassment in off-line also can do it in on-line and to attack the cyberbullying is easy to find by the student who is indulged himself in internet use. Therefore, it is presented that the countermeasure in educational side and systematic side on this study. First on the educational side, there are presented the practice of the preventive education against the cyberbullying, expansion of the preventive schools for the cyber ethics and cyber crime and strengthening of the guideline for students in cyberspace. Second on the systematic side, there are presented the appointment of various committee, to strengthen the protection of damaged students, preparation of laws for cyberbullying, expansion of information office for internet addiction, improvement of the system for the school custodian and to extend the operating for cyber clearness school.

Augmented Reality in Children's Literature

  • Kim, Ilgu
    • 영미문화
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    • 제14권2호
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    • pp.77-96
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    • 2014
  • As the cyberspace several decades ago created a cyber fiction fever, the augmented reality as the future of imagination can generate another kind of literary genre and new social ambiance where books tend to come to life more realistically. This newly created "smart fiction," "smart movies," and "smart environment" will be full of fun, hopes and conveniences. But addiction to smart kinds will create unwanted dangerous plethora like ghost-like avatars, wild animals and Farid due to the limitations of human control over hi-technology. If so, the adventures we plan to take will turn fantasy into horror in no time. Instead of loving new scientific things blindly, the emphasis hereafter must be put rather on the potentially negative aftermaths of the new innovative technology. Some viewers after watching the film Avatar are still suffering from the syndrome called "avatar blues," a homesick for Pandora. After their experiencing of the experimental 3D effects in books and media, audience and readers are required to actively deal with the increased lack of the darker cave which the comparatively unsatisfactory present can never fill with fixity and limit. Like the prevention against the addictive online game or the manual of 3D television or 3D printer, the extreme off-limits and safety zone for this virtually and expendably subverting technology must be seriously reviewed by community before using and adopting it. Also, these technologically expanded and augmented environments must be prudently criticized by the in-depth study of literature just as cyber space begun by Gibson's cyber fiction and its criticism.

작업치료전공 대학생의 성별에 따른 스마트폰 중독과 감각처리와의 관련성 (The Correlation Between Smartphone Addiction and Sensory Processing Feature Depending on Gender in College Students)

  • 홍은경;이혜림
    • 대한감각통합치료학회지
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    • 제16권3호
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    • pp.1-10
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    • 2018
  • 목적 : 본 연구는 작업치료전공 대학생의 성별을 구분하여 스마트폰 중독과 감각처리특성 차이를 알아보고, 감각처리특성과 스마트폰 중독 사이의 상관관계를 알아보고자 하였다. 연구방법 : 연구 참여자는 작업치료학을 전공하고 있는 169명의 대학생이었고, 연구기간은 2017년 11월부터 2018년 3월까지이었다. 연구방법은 설문조사로 일반적 특성, 스마트폰 중독척도, 성인/청소년 감각프로파일로 구성된 설문지를 온라인을 통해 실시하였다. 분석은 SPSS 22.0의 기술통계, 독립표본 t-test, 피어슨 상관분석으로 하였다. 결과 : 남학생 70명과 여학생 99명이 연구에 참여하였고 스마트폰의 사용하는 목적은 커뮤니케이션 이용에서 가장 응답이 높았고, 그 다음 순이 오락이었다. 남녀 사이의 스마트폰 중독의 차이는 스마트폰 중독 합계(p=.000)와 가상세계지향(p=.008), 금단(p=.000), 내성(p=.000)에서 보였다. 남학생에서는 스마트 폰 중독과 모든 감각처리 요소와 영역이 관련성이 있었다(r= .236 ~ .603). 여학생에서 스마트폰 중독합계와 감각처리요소의 맛/남새 처리(r= .290), 시각처리(r= .324), 촉각처리(r= .214), 사분면 중 저등록(r= .214), 감각 민감(r= .243), 감각 회피(r= .217)와 중독합계가 낮은 상관관계로 나타났다. 결론 : 대학생의 성별에 따라서 스마트폰 중독과 감각처리특성의 상관관계에 차이가 있었다. 스마트폰 중독과 관련 평가 및 중재시 감각처리특징을 고려해야 할 것이다.