• Title/Summary/Keyword: Digital addiction

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Factors Related to VDT Syndrome in Elementary School Students in Digital Learning Environments

  • Chung, Myung-Sill;Seomun, GyeongAe
    • International Journal of Contents
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    • v.17 no.4
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    • pp.91-100
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    • 2021
  • The purpose of this study was to identify factors affecting Visual Display Terminal (VDT) syndrome for elementary school students in the digital learning environment. Multiple regression analyses were performed to identify the factors affecting VDT syndrome in the digital learning environment. This was conducted with 256 elementary school students in grades 5-6 with more than a year of experience in digital learning. The regression model explained 41% of elementary school students' VDT syndrome in the digital learning environment. Variables significantly affecting VDT syndrome include game addiction, sleep time, and air quality with game addiction as the most influential. In the digital learning environment, VDT syndrome is significant because it has physical and psychological impacts on the growth of elementary school students. Therefore, it is necessary to develop guidelines for ideal computer usage habits for this age group.

A Proposal of Gamification Design Elements to prevent Game and Digital Addiction (게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.95-108
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    • 2019
  • The purpose of this study is to suggest ways to design gamification to improve the game and digital addiction. For the study, 782 of gmaification cases were collected and game mechanics and fun experience were analyzed by 4F process which is to design the effective gamification. To find the specific pattern, apriori algorithm, which is to find associated rules in transaction is applied to the 782 cases. According to the results, 63 of game mechanics associated rules are found. In the fun experience, 37 of associated rules are found. Based on the result, this study suggest the direction of gamification design for game and digital addiction improvement.

A Study on Sense of Self-efficacy and Stress Encountering Strategy of Smart-phone Addicted University Students (스마트폰중독 대학생의 자기효능감과 스트레스 대처전략에 관한 연구)

  • Baek, Yumi
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.173-183
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    • 2017
  • The purpose of this study is to find out the difference of sense of self-efficacy and stress encountering strategy of university students under the stress situation depending on the smart-phone user group (addiction group, general user group). For this purpose, the study issues are established as follows. First, it has analyzed what is the correlation of smart-phone addiction, sense of self-efficacy, and stress encountering strategy. Second, it has studied if there is any difference of sense of self-efficacy and stress encountering strategy for the smart-phone user group. In order to verify such study issues, For 1,670 university students in the Chungcheong area, smart-phone addiction scale, sense of self-efficacy scale, and stress encountering method scale were administered. Looking into the study result, first, as a result of the relativity analysis, it displayed the correlation of preference of test difficulty, self-control efficacy and important negative from the smart-phone addiction and sense of self-efficacy. In addition, all sub-variables of smart-phone addiction and avoidance orientation from the stress encountering strategy displayed the important positive correlation, and from the smart-phone addiction, the virtual world orientation and pursuit of social-support displayed the important negative correlations, and all sub-variables (interference with ordinary living, virtual world striving direction, withdrawal, resistance) of smart-phone addiction and problem solving-orientation displayed the negative correlation. Second, as a result of verification for the difference of the smart-phone addiction group and general use group following the sense of self-efficacy, the general use group is shown to have higher self-control efficacy sense than the addiction group. And third, as a result of verifying the difference of stress encountering following the smart-phone addiction group and general use group, the addiction group is shown to be lower than the general use group in terms of social support pursuit and problem solution orientation with the avoidance orientation shown to be higher. This type of result is expected to provide the base data when developing the smart-phone addiction preventive education program by finding out in details for the characteristics of smart-phone addiction group for university students.

Effect of Internet Addiction by Using Digital Textbook in Teenager (디지털교과서 활용이 인터넷 중독에 미치는 영향)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.253-260
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    • 2015
  • Society and science digital textbooks were developed in 2014. That have been using in some elementary and middle school. But some people worry about the internet addiction of student accelerated by using digital textbook. However I didn't agree that, because studies about that had not been performed enough. So I analyzed effect of internet addiction by using digital textbook. As a result, Internet addicted students at class to be not using digital textbook are twice as many as Internet addicted students at class to be using digital textbook. But the difference between two groups do not means according to cross analysis. Therefore, I can't conclude that using digital textbook have an adverse effect on internet addiction.

Effects of Social Game Features on Addiction through Flow (소셜 게임 특징이 몰입을 통해 중독에 미치는 영향)

  • Lee, Eunjung;Byun, Sanghae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.205-218
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    • 2018
  • The purpose of this study is to examine the factors that the characteristics of Protection Motivation Theory affects the addiction of social game users in Korea and then, to verify how these factors make an impact on the addiction through the immersion. The characteristics of protection motivation theory are vulnerability, severity, efficiency, and disability, and we want to study the influence of each characteristic on social game flow and the relationship leading to addiction. The results of this research can be useful for 'social game addiction prevention education'. This study was conducted to survey the users who had experienced using the social game to verify the suggested hypothesis. As the results of the survey, first of all, vulnerability appeared to have a positive effect on the flow. Secondly, severity appeared not to have a positive impact on the flow. Thirdly, efficiency turned out to affect the flow. Fourthly, disability turned out to have a positive impact upon the flow. Lastly, flow was revealed to make a positive impact on the addiction. The results of this study will help to construct the content of 'social game addiction prevention education program'.

Effects of Metacognition, Digital Literacy and Digital Addiction on Academic Achievement among Nursing Students (간호대학생의 메타인지, 디지털 리터러시, 디지털 과몰입이 학업성취도에 미치는 영향)

  • Hur Yun Ra;Lee Ji Eun
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.89-97
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    • 2024
  • This study identifies the factors that influence metacognition, digital literacy and digital addiction on academic achievement in nursing students. This study was undertaken to determine the influence of metacognition, digital literacy and digital addiction on academic achievement in nursing students. Using a structured questionnaire, data on 198 participant characteristics, metacognition, digital literacy, digital addiction and academic achievement were collected from May 17 to May 27, 2024. Data were analyzed with the SPSS/WIN 26.0 program for descriptive statistics using descriptive statistics, pearson's correlation coefficient, and stepwise multiple regression. As a result of the study metacognition was 3.67±0.61 points, digital literacy was 3.66±0.70 points, digital addiction was 2.85±0.67 points, and academic achievement was 3.23±0.59 points. academic achievement was a significant positive correlation with metacognition (r=.610, p<.001), digital literacy (r=.468, p<.001). The determining factors affecting academic achievement in nursing students were followed by metacognition (β=.518, p <.001) and digital literacy (β=.196, p =.003). The explanatory power of these factors was about 40.7%. In order to improve the academic achievement of nursing students through the results of this study, it is necessary to develop an effective nursing intervention program that can increase metacognition.

A Study on the Influence Factors of Fashion Virtual Influencer's Visual Factors Leading to Follower's Behavioral Intention & Addiction (패션 버추얼 인플루언서의 시각적 요소가 팔로워 행동의도, 중독에 이르는 영향요인 연구)

  • Wang, Jin-Nan;Bae, Seung-Ju;Lee, Suk-Ho;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.213-222
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    • 2021
  • This study tried to identify the factors influencing the visual factors of fashion virtual influencers(FVI), on follower behavioral intention and addiction. As the number of fans of FVI is increasing these years, and the addiction phenomenon of social platforms is also increasing, researchers thought that a study to confirm the behavioral intention of fans and the path to addiction through the visual factors of FVI would be necessary. According to the research results, it was confirmed that among the visual factors of FVI, attractiveness affects authenticity through expertise. In addition, researchers confirmed that authenticity influences flow through relationship maintenance of behavioral intention, and authenticity influences addiction through flow. Thus, researchers verified the path leading to FVI's visual factors to behavioral intention and addiction, such as visual factors and authenticity, authenticity and behavioral intention, and behavioral intention and addiction. Researchers hope to conduct research with various content types of FVI, other social platforms.

An Empirical Investigation on Factors Influencing SNS Addiction (SNS 중독에 영향을 미치는 영향 요인에 대한 실증적 연구)

  • Kim, Jong-Uk;Park, Sang-Cheol;Jeon, Dae-Yong
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.179-185
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    • 2015
  • Along with the recent advances of mobile internet technology, use of social network service(SNS) is very common among adolescents or college students in their daily lives. Although there have been a lot of studies on Internet addiction or mobile phone addiction, however, there were little research on SNS addiction so far. Scholars investigated somewhat broader and obscure phenomenon of Internet addiction. In this regard, the current study tried to examine factors which influence SNS addiction behavior. Unlike Internet addiction, there are positive influencing factors such socialization, enjoyment as well as problematic ones like loneliness. Data were collected from college students in Korea to examine how those factors influence addiction behavior and hypotheses were tested using the partial least square method. All three factors, socialization, enjoyment, and loneliness, were found to significantly influence SNS addiction and socialization was positively associated with enjoyment.

Effect of MMS Addiction on User's Health and Academic Performance in an Era of Convergence (융복합 시대에 모바일 메신저 서비스 중독이 사용자들의 건강과 학업 성과에 미치는 영향)

  • Kim, Byoungsoo;Kang, Minhyung
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.131-139
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    • 2016
  • Given social problems of service addiction such as mobile messenger services(MMSs), many studies on service management and information systems have examined the negative outcomes of service addiction. MMS addiction significantly influences user's health and academic performance. In this regard, this study investigated the effects of MMS addiction on user's health and academic performance problems. We posit personal traits and service features as key antecedents of MMS addiction. The research framework was tested by using survey data collected from 162 university students who have frequently used Kakaotalk. The analysis results found that MMS addiction significantly influences users' health and academic performance problems. The findings of this study indicate that self-esteem and self-control play an important role in generating MMS addiction. While attention significantly affects MMS addiction, social relationship formation and perceived enjoyment are not significantly associated with MMS addiction. The analysis results help MMS providers and government establish policies or guidelines to induce healthy MMS use.

The study on factors affecting committing behavior school violence according to the degree of Internet addiction (인터넷중독정도에 따른 학교폭력가해행동에 영향을 미치는 요인에 관한 연구)

  • Jung, Yun-Tae;Oh, Jung-A;Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.77-86
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    • 2012
  • The significances of this study are that it offers the possibility of empirical measure, and analysis of the relevance among the temperament according to the degree of Internet addiction, parental rearing behaviors, and committing school violence and that, based on this, were drawn policy suggestions to prevent school violence according to the degree of Internet addiction. According to the results of this study it was revealed that there are differences in Internet addiction depending on the demographical and sociological characteristics. The result of investigating the impact of Internet addiction's degree on the actions of committing school violence shows that the level of general activities is high in the group of young people of Internet addiction and addiction risk, their low access/withdrawal temperament and mood temperament affect significantly the actions of committing school violence, and in parenting behavior mother's high expectations and low supervision affect youth Internet addiction and school violence. Thus, policy suggestions to prevent school violence according to Internet addiction were presented y dividing the role of government and schools, and homes.