• Title/Summary/Keyword: Digital addiction

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The Effects of Internet Addiction on Mental Health Among Adolescents (인터넷 중독이 청소년의 정신 건강에 미치는 영향)

  • Byeon, Young-Soon;Lee, Hea-Shoon
    • Research in Community and Public Health Nursing
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    • v.18 no.3
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    • pp.460-468
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    • 2007
  • Purpose: The purpose of this study was to investigate the relation between adolescents' internet addiction and mental health. Methods: The Internet addiction level was measured with K-Scale developed for Korean adolescents by Korea Agency Digital Opportunity & Promotion (2006) and the mental health level was measured with SCL-90-R developed by Derogatis (1977) and adapted for Korean adolescents by Kim, Kim. & Won (1984). Collected data was analyzed by the mean${\pm}$SD, t-test, ANOVA, Scheffe and Pearson correlation coefficient (SPSS 12.0) Results: 1. The Internet addiction level appeared to be 'Addiction' in 19%, 'Latency addiction' in 27% and 'Normal' in 54%. 2. The Internet addiction level was different according to sex, use, frequency and using time per day. The mental health level was different according to grade, sex, the father's education, the mother's education, frequency and using time per day. 3. The correlation between Internet addiction and mental health was found significant. Conclusion: The Internet addiction level was confirmed to have an influence on mental health. We offered basis data for preventing and treating Internet addiction in adolescents.

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A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.31-41
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    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

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The Impacts of anxiety and depression on smartphone addiction : Focusing on the moderating effect of gender (불안과 우울이 스마트폰중독에 미치는 영향 : 성별조절효과를 중심으로)

  • Koh, Eun-Young;Kim, Eunhyang
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.419-429
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    • 2017
  • This study examined the moderating effects of gender on the effects of anxiety and depression on college students' smartphone addiction. For this purpose, 331 students in Gyeonggi province were conducted a survey, and a structural equation modeling was used. The results showed that female had higher levels of anxiety, depression, and smartphone addiction than male. Second, the analysis of structural equation modeling to investigate the effect of anxiety and depression on smartphone addiction revealed that depression affects smartphone addiction. Third, gender had a moderating effect on the effects of anxiety and depression on smartphone addiction. Anxiety affected male, while depression worked on female. Based on the results of this study, it was discussed that different approaches are needed depending on gender in preventing and intervention for smartphone addiction.

Effects of ACT on Smartphone Addiction Level, Self-Control, and Anxiety of College Students with Smartphone Addiction (수용전념치료(ACT)가 스마트폰 중독을 보이는 대학생의 스마트폰 중독 수준, 자기 조절 및 불안에 미치는 효과)

  • Yu, Hwa-Gyoung;Son, ChongNak
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.415-426
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    • 2016
  • The purpose of this study is to explore the effects of ACT on smartphone addiction level, self-control, and anxiety of college students with smartphone addiction. 320 college students who lived in Chonbuk completed SAPS-A. 42 students who gained more than 40 points score by SAPS-A completed SCRS, STAI, and AAQ-16 as pre-treatment. Final 18 participants were randomly assigned to 9 in the ACT group and 9 in control group. ACT program was administered for 8 sessions, follow-up study was conducted at the end of treatment and at 4 weeks follow-up periods. The results of this study were as follows: Smartphone addiction and anxiety levels of ACT group were significantly reduced and maintained until the follow-up. Self-control and Acceptance-action levels were significantly increased and maintained until the follow-up. It has been confirmed that ACT had an effect on smartphone addiction treatment, anxiety decrease and self-control ability improving, therefore, based on this result, further research will be needed to apply the ACT on smartphone addiction treatment in families, school, local community, etc.

The Relationships among Smart phone Use Motivations, Addiction, and Self-control in Nursing students (일 대학 간호학과 학생의 스마트폰 이용 동기, 중독과 자기 통제력의 관계)

  • Cho, Meekyung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.311-323
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    • 2014
  • The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.

A Study on the Influencing Factors of Sustainable Use Intention & Addiction of Social Media WeChat (소셜미디어 위챗의 지속 이용의도와 중독의 영향요인 연구)

  • Qiang, YaLi;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.245-255
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    • 2021
  • This study is an empirical study on how factors such as social factor, entertainment factor on the Wechat social media platform affect users' flow and addiction to use. Researchers thought that despite the increasing addiction of social media Wechat users, existing social media research is limited to service quality and satisfaction, so research on user flow and addiction is necessary. Therefore, the researchers try to through empirical analysis, the WeChat use to addiction path to social factor (social interactivity, payable) and entertainment factor (entertainment, life relevance), examine how WeChat user experience affects the use intention and satisfaction, and determine its role in the user's WeChat addiction and flow, and tested. The results of this study are expected to provide a new theoretical basis for future research on addiction use of social media.

The Effect Of Social Network Game Users' Attachment Factors On Their Intention To Continue To Use Through Immersion And Addiction. (소셜 네트워크 게임(SNG) 이용자의 애착 요인이 몰입과 중독을 통해 지속이용의도에 미치는 영향)

  • Kim, TaeYoung;Jeon, JoongYang;Kwon, DoSoon;Park, DongCheul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.93-113
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    • 2022
  • Among Korea's content industries, the game industry is growing in size to the extent that it can be said to be a representative export-benefiting industry. Accordingly, many users are immersed in the game, and furthermore, they are addicted. This study aims to derive factors for social game users to continue to use by identifying the factors of domestic social network game users' attachment to social network games and empirically studying the causal relationship between these factors and the intention to continue to use them through immersion and addiction. To this end, a research model was presented that applies the main variables of the attachment theory of social network game users to games. The research model of this study surveyed general college students at S University in Seoul who tended to use social network games. As a result of the study, first, it was found that perceived stability had a significant effect on immersion and addiction. Second, it was found that perceived avoidance had a significant effect on immersion and did not have a significant effect on addiction. Third, perceived anxiety was found to have a significant effect on immersion, and it was found that it did not significantly affect addiction. Fourth, it was found that immersion did not significantly affect addiction, and it was found that it had a significant effect on continuous use intention. Fifth, addiction was found to have a significant effect on the intention to continue use. Through this, social network game users' attachment to games can provide useful implications for social network game companies to become attached to existing consumers, spreading social network game users, and improving the possibility of continuous use.

Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.479-486
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    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

The Effect of Adult Smartphone Addiction on Memory Impairment: Focusing on the Mediating effect of Executive Function Deficiencies (성인의 스마트폰 중독이 기억손상에 영향을 미치는 과정에서 집행기능결함의 매개효과)

  • Lim, Jeeyoung
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.299-308
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    • 2018
  • This study was conducted to examine the mediating effect of executive function deficiencies on the relationship between smartphone addiction and memory impairment and to suggest treatment implications for adults with smartphone addiction symptoms. For this study, 300 adults(146 males and 154 females) were conducted smartphone addiction scale, Barkley Deficits in Executive Functioning Scale-Short Form(BDEFS-SF), and Multifactorial Memory Questionnaire(MMQ). The results are as follows. First, correlation analyses showed that smartphone addiction, executive function deficiencies, and memory impairment were positively correlated. Second, Smartphone addiction group showed significantly higher scores on all of the subfactors of executive function and memory impairment. Third, Stepwise regression analyses revealed that self-organization/problem solving, self-management to time, self-restraint, and withdrawal were the best predictors of memory impairment. Forth, Executive function deficiencies fully mediated the relationship between smartphone addiction and memory impairment. These findings were considered to suggest that treatment programs for smartphone addiction group needed to include training for cognitive improvement such as executive function rehabilitation.