• Title/Summary/Keyword: Digital addiction

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The Use of Virtual Reality in Psychiatry: A Review

  • Kim, Suji;Kim, Eunjoo
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.31 no.1
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    • pp.26-32
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    • 2020
  • With the advancement in modern information technology, virtual reality (VR) is being increasingly used for the diagnosis, assessment, and treatment of mental disorders. Recently, a VR-based cognitive behavioral therapy for social phobia has been recognized as a new medical technology in South Korea. This might lead to an increase in the use of VR in the field of psychiatry. The present review provides an overview of the status of VR therapies in various psychiatric conditions such as anxiety disorder, post-traumatic stress disorder, psychosis, addiction, and eating disorder. Besides, it summarizes the role of VR therapy in the management of disorders associated with child and adolescence psychiatry as well as various other clinical applications. Additionally, we discuss the merits and limitations of VR therapy, which might serve as a useful reference for researchers. In the current environment wherein novel medical models consisting of a combination of digital devices and medicine are being developed; understanding new technologies such as VR could open new doors to mental health treatments.

Preschoolers' Inclination Toward Internet-game Addictive Based on Aggression and Social Skills, Maternal Management Strategies for Peer Relations and Parenting Behaviors (유아의 인터넷 게임 중독 경향성에 따른 유아의 공격성과 사회적 기술, 어머니의 또래관계 관리전략과 양육행동의 차이)

  • Chung, Jee-Nha;Kim, Jihyun
    • Korean Journal of Human Ecology
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    • v.21 no.6
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    • pp.1029-1042
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    • 2012
  • The purpose of this study was to explore relationships between preschooler's aggression and social skills, maternal management strategies of peer relations and parenting behaviors and preschoolers' internet-game addictive inclination. Participants included seventy-seven (77) 5 to 6-year-old preschoolers (44 boys, 33 girls) and their mothers. The Aggressive Behavior Scale (Lee & Choi, 2001), the Social Skill Rating Scale (Suh, 2004), the Maternal Parenting Behaviors Scale (Rhu & Lee, 2007) and the Parental Involvement Checklist (Park, 2001) were used in this study. The Internet Game Addiction Scale (Korea Agency for Digital Opportunity and Promotion, 2006) was used to identify higher and lower addictive level of internet-game inclination. Collected data were analyzed by descriptive statistics and t-test. Major findings revealed that preschooler's social skills, maternal management strategies of peer relations and parenting behaviors showed a predictable correlation to preschooler's internet-game addictive inclination.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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Logic and Method of Phenomenological Research for Online Games (온라인게임 연구를 위한 현상학적 연구의 논리와 방법)

  • Kim, Ki-Suk;Shim, Sun-Ae;Jong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.321-329
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    • 2015
  • The purpose of the present study is to understand the cultural aspects of the games through the logic and methods of phenomenological study for online games and to propose phenomenological research methods to many researchers performing various studies on the characteristics, addiction, culture, nature, features and types of the players. In particular, the way was investigated to study the game culture through the logic and methods of phenomenological study. Phenomenological research methods will help how to understand the game as a way to understand the cultural context of the specific and vivid life of gamers experience and human reality. This study is expected to inspire continuously more interesting and persistent phenomenological studies of many researchers with interests in the new research methods.

Convergence study to improve a game regulation for youth (청소년 게임 규제 정책 개선을 위한 융합적 연구)

  • Kim, Yu-Na;Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.59-67
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    • 2015
  • As online game addiction of youth becomes a serious social problem, various regulations restricting their game play have been introduced. However, it is considered that forced shut-down, selective shut-down, and other regulations have no effect, and theoretical debates about the necessity of regulations also continue. Therefore, this study theoretically re-examines the necessity of youth game regulations by the discussion on domestic and international policy trends and existing research. In order to confirm empirical evidence of the effectiveness of regulations, this study compares and analyses the change of youth's game play time and patterns before and after the regulations. According to the results, the effect of the regulations is inadequate so this study proposes reasonable improvement ways of them through convergent approach including legal, political, and technological perspective.

Longitudinal Relationship between Addictive Use of Mobile Phones and Learning Activities for Elementary School Students : Multiple and Complex Group Analysis across Gender (초등학생의 휴대전화 중독적 사용과 학습활동의 종단적 관계 검증 : 성별 간 다집단 복합 분석)

  • Jun, Sang-Min
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.267-279
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    • 2015
  • The study aimed to examine the longitudinal relationship between addictive use of mobile phones and learning activities for elementary school students and to analyze (1)temporal changes of the addictive use of mobile phones and learning activities, (2)temporal relationship between them, and (3)multiple and complex group analysis across gender on the relationship. For the study, 3-year longitudinal data(2010-2012) of the Korean Children and Youth Panel Survey and autoregressive cross-lagged modeling were used. The findings showed that the addictive use of mobile phones and learning activities had a significant positive effect on the future selves of children over time. The addictive use of mobile phones influenced positively subsequent learning activities, but, the learning activities did not affect the addictive use of mobile phones. Further, there were no significant gender differences in the longitudinal relationship. The study provided the useful data to make guidelines on how to protect mobile phone addiction for elementary school students.

Case Study on the Success Factors of Sport Marketing Companies in Korea (국내 스포츠 마케팅 기업의 창업 성공요인에 관한 사례연구)

  • Lee, Hyung-Kwon;Park, Jeong-Keun
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.245-256
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    • 2013
  • The purpose of this study was to investigate the success factors of sports marketing companies in Korea. Four sport marketing companies were selected as research targets. Also, several data were collected through the books, articles, related literatures, and internet. In addiction, three in-depth interviews were conducted for the qualitative study. The results of this study was as follows. First, some sports marketing companies had been successful in business with big fund. Second, they used choice and focus strategies. Third, they had strategic and careful plans, and their own know-how for the blue ocean markets. Finally, they had expanded its business market by developing various strategies through the media.

Comparing the Mobile-phone Overuse by Gender and School Levels (성별과 학교급에 따른 휴대전화 과다사용의 차이)

  • Yoon, Mi-Sun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.1-9
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    • 2017
  • The purpose of this study is to investigate the differences of the mobile phone overuse by gender and school levels. For this study, 565 middle and high school students in Gyeonggi province answered the self-report survey, 253 students were extracted as an overuse group, and the data were analyzed by one-way MANOVA. The results showed that 'daily disturbance' was a common major factor in gender and school level difference and 'school life disturbance', 'with draw' and 'tolerance' were added in school level difference. Based on the results, this study suggested users' characteristics such as gender and school level should be taken into prevention and treatment of mobile phone overuse.

Exploring University Student's Responses to Consumer Information in Personal Media Using Critical Incident Technique: Focusing on YouTube (결정적 사건기법을 적용한 대학생의 1인 미디어 소비자정보에 대한 반응 탐색: 유튜브를 중심으로)

  • Jang, Eun-Gyo;Liu, Qiaoling;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.127-139
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    • 2019
  • This study aims to explore the impressive experiences of university students on YouTube media and to find ways to improve personal media as useful consumer information. 44 university students were selected, and data on the experience of using YouTube were collected and analyzed by applying the critical incident technique. As a result, the positive responses to personal media were derived from 'enhancing C2C information capabilities', 'consumer-centric usability', 'attractive information creators', 'a sense of the sameness', and 'fresh and entertaining information'. Negative responses were derived from 'spreading of harmful information', 'distrust in information creators', 'inducing excessive advertising and impulse buying', 'media addiction' and 'relative deprivation'. In addition, improvement of the personal media has been suggested. This study has differentiation and significance as a qualitative data for understanding consumer's perception and experience of personal media.

The Effect of Alcoholics' Depression on Suicidal Ideation -The Mediating Effect of Social Support- (알콜중독자의 우울이 자살사고(思考)에 미치는 영향 -사회적 지지의 매개효과-)

  • Lee, Eun-Hee
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.423-431
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    • 2019
  • The purpose of this study is to examine the mediating effect of social support in relations between alcoholics' depression and suicidal ideation. The subjects were diagnosed with alcohol dependence by the DSM-IV, and are currently hospitalized at the hospitals in Busan, Ulsan, etc. for alcohol treatment. After explaining the purpose of this study to the participants, the questionnaires were distributed to those who agreed to the research and survey was self-written. Through this process, 217 questionnaires were analyzed. The Survey was done from October 1 to November 1, 2017. To examine the mediating effect of social support, 3steps' mediated regression analysis and Sobel test were done. The result of mediated regression analysis show halfly mediated effect of social support on alcoholics' suicidal ideation. According to these findings, intervention strategies that focus on increasing the social support on alcoholics are suggested.