• Title/Summary/Keyword: Internet Game

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Developing Internet Game Addiction Scale for Children (아동용 인터넷 게임 중독 척도 개발)

  • Kim, Seung Ok;Kim, Hye Soo;Lee, Kyung Ok
    • Korean Journal of Child Studies
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    • v.28 no.6
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    • pp.37-52
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    • 2007
  • This study was planned to develop an Internet Game Addiction Scale for 9- to 12-year-old Korean children. Based on literature review and analysis of counseling cases, the concept of the internet game addiction was defined. Items of the scale were developed and then the content validity of the scale was examined by 20 professionals. Then a preliminary survey of 188 3rd to 6th grade students was made, and the main survey of 699 3rd to 6th grade students throughout Korea. The main results are as follows; [I] Internet Game Addiction Scale consists of 3 factors with 20 items : game-oriented life(6 items), tolerance & mastery loss(7 items), and withdrawal & emotional experience(7 items); [II] appropriateness of item mean and standard deviation was proved, a 3-factor structure confirmed through factorial analysis and cross validation; [III] appropriateness of the scale confirmed through criterion validity and reliability.

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The Effects of Maternal Parenting Behaviors and Preschooler's Emotional Regulation on Their Internet-Game Addictive Inclination (유아의 인터넷 게임 중독 경향성에 영향을 주는 어머니 양육행동과 유아의 정서조절)

  • Kim, Ji-Hyun
    • Journal of the Korean Home Economics Association
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    • v.48 no.8
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    • pp.77-86
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    • 2010
  • This study investigated the effects of maternal parenting behaviors and preschooler's emotional regulation on their internet-game addictive inclination. The participants were 129 mothers of 5 and 6 year-old preschoolers and their teachers from two day dare centers and one kindergarten in Seoul and Kyung-gi province. Data were analyzed by descriptive statistics and hierarchical regressions by SPSS program (12.0 version). The major findings were as follows: (1) Boys showed higher score of internet-game addictive inclination than that of girls. (2) mother's consistent parenting behaviors and preschooler's other-regulation behaviors significantly explained preschooler's internet-game addictive inclination. In conclusion, maternal parenting behaviors and preschooler's emotional regulation have influenced on preschooler's internet-game addictive inclination.

The Effects of Adolescents' Social Anxiety on Their Internet Game Flow : Moderating Effect of Self-Discrepancy (청소년의 사회불안이 인터넷 게임 몰입에 미치는 영향 : 자기불일치의 중재효과를 중심으로)

  • Lim, Kang Hee;Kim, Jung Min;Jung, Hye Kyung
    • Journal of Families and Better Life
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    • v.34 no.3
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    • pp.85-94
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    • 2016
  • The study aims to investigate the effects of social anxiety and self-discrepancy on the internet game flow of adolescents, and to explore the moderating effect of self-discrepancy on the relationship between social anxiety and internet game flow. For this purpose, questionnaires on social anxiety, self-discrepancy and internet game flow were administered to 900 middle and high school students in the Gyeonggi region. The data were analyzed through frequency analysis, t-test, Pearson's correlation analysis, stepwise multiple regression analysis, and hierarchical regression analysis using SPSS Win 21. The major findings of the research are as follows. First, social anxiety and internet game flow of adolescents showed a significant difference by gender. The level of social anxiety was higher for girls than that of boys, while the level of internet game flow was higher for boys than that of girls. Self-discrepancy showed a significant difference by grade. The level of self-discrepancy was higher for middle school students than high school students. Second, self-discrepancy was the most significant predictor of the internet game flow in adolescents. Also, gender and social anxiety were significant predictors. Third, the moderating effect of self-discrepancy was found in the relationship between social anxiety and internet game flow in adolescents.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

Parent Related Factors in Internet Game Addiction among Elementary School Students (초등학생의 인터넷게임중독에 영향을 미치는 부모관련 변인)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Child Health Nursing Research
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    • v.15 no.1
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    • pp.24-33
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    • 2009
  • Purpose: The purpose of this study was to explore the parent related factors that influence internet game addiction among elementary school students. Method: Data was collected through self-administered questionnaires and descriptive statistics, t-test, ANOVA, correlation and stepwise multiple regression were used to analyze the data. Data survey was conducted with 739 conveniently selected students who were in grades 4, 5, and 6 of elementary schools in Seoul or Gyung-gi province. Results: The addiction groups were classified as general user group (84.3%), potential risk group (10.0%) and high risk group (5.7%). There were significant internet game addiction differences by gender, grade, expense of internet cafe, religion, school record, place where child played, economic status, and duration and frequency of game play. The addiction was negatively correlated to parents' attachment, supervision, attitude to child nurturing, and expectations regarding school study. The most significant variables were both parents' attitude to child nurturing, and mother's supervision. These three variables explained 20.7% of internet game addiction in elementary school students. Conclusion: These findings are expected to make a contribution to the creation of ideal interventions at school, home, and counselling centers to prevent internet game addiction.

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A Study on the Moderating Effects of Social Support for Oiettolie Propensity Adolescent in the Process of Internet Game Addiction

  • Kim, Hyo-Soon;Kim, Seo-Yeon;Park, Hwieseo
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.149-156
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    • 2016
  • The purpose of this study is to suggest some policy and theoretical implications for the youth's internet game addiction by analyzing the moderating effects of social support in the relationship of Oiettolie propensity and game addiction behaviors. For the purpose of this study, this study set a research model about the causal relationships among the study variables by reviewing previous studies and surveyed high school students for this research. The analytical results of this study are the followings. First, lack of communication and impulsivity have significant influences on Oiettolie propensity. Second, Oiettolie propensity has a significant influence on youth's game addiction. Third, social support moderates the relationship between Oiettolie propensity and youth's internet game addition. This study suggests some implications for the youth internet game addiction.

Global Optimization for Energy Efficient Resource Management by Game Based Distributed Learning in Internet of Things

  • Ju, ChunHua;Shao, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3771-3788
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    • 2015
  • This paper studies the distributed energy efficient resource management in the Internet of Things (IoT). Wireless communication networks support the IoT without limitation of distance and location, which significantly impels its development. We study the communication channel and energy management in the wireless communication network supported IoT to improve the ability of connection, communication, share and collaboration, by using the game theory and distributed learning algorithm. First, we formulate an energy efficient neighbor collaborative game model and prove that the proposed game is an exact potential game. Second, we design a distributed energy efficient channel selection learning algorithm to obtain the global optimum in a distributed manner. We prove that the proposed algorithm will asymptotically converge to the global optimum with geometric speed. Finally, we make the simulations to verify the theoretic analysis and the performance of proposed algorithm.

Effects of Stress Coping Behaviors on Higher Grade Elementary School Students' Internet Game Addiction: Focused on Gender Difference (초등학교 고학년의 스트레스 대처행동이 인터넷게임중독에 미치는 영향: 성별차이를 중심으로)

  • Ju, Young-Hee;Lim, So-Hee
    • Journal of the Korean Society of School Health
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    • v.29 no.3
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    • pp.226-234
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    • 2016
  • Purpose: The purpose of this study was to investigate factors predicting internet game addiction in higher grade elementary schoolers according to gender. Methods: The participants were 898 elementary school students who were in 5th and 6th grade. Data were collected via a structured questionnaire from October 1 to November 20 2012 and analyzed using descriptive statistics, $x^2$ test and logistic regression with the SPSS/WIN 23.0 program. Results: The prevalence rate of internet game addiction group was 8.8% (boys 7.1%, girls 1.7%). In terms of gender difference, it was found that girls' stress coping behaviors were more passive than male students (t=-3.27, p=.001). In boys, variables that predicted internet game addiction were aggressive coping, active coping, internet gaming hours per day and academic achievements. In girls, variables that predicted internet game addiction were aggressive coping, close friends and academic achievements. Conclusion: The findings from this study indicate there is a need to develop positive stress-coping behaviors programs and prevent internet game addiction in higher grade elementary school students.

Mediation Effects of Self regulation and Hopelessness between Self efficacy and Internet game addiction in Middle School Students (중학생의 자기 효능감과 인터넷게임 중독 간의 관계에서 자기 조절력, 무망감의 매개효과 검증)

  • Kim, Bo Young
    • Journal of Korean Public Health Nursing
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    • v.29 no.3
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    • pp.441-451
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    • 2015
  • Purpose: This study was conducted in order to examine the multiple mediated effects of self-regulation and hopelessness between self efficacy and internet game addiction in middle school students. Methods: The participants were 458 middle school students in G City, South Korea. Multiple mediation was analyzed using Indirect SPSS macro and the bootstrapping method. Results: Significant negative correlations were observed for internet game addiction, self-efficacy, and self-regulation. Self-efficacy and self-regulation were positively correlated. Self-efficacy showed a direct effect on Internet game addiction. The results of the indirect effects of all mediators showed the mediated effect of self-regulation (estimated effect=-.11, 95% CI[-.20, -.03]) and hopelessness(estimated effect=-.06, 95% CI[-.12, -.01]). Conclusion: Based on these study results, we suggest that self-efficacy should be examined to prevent development of Internet game addiction in middle school students. It is necessary to provide Internet game addiction preventive programs focusing on changing the self-regulation and relieving the feelings of hopelessness.

Development and Application of Evaluation Model for Online Baduk Game (온라인 바둑게임 평가모형 개발 및 적용에 관한 연구)

  • Lee, Kook-Chul;Kim, So-Yun;Lee, Sung-Hyun
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.56-66
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    • 2003
  • As internet populations are growing very fast, online computer game has been extensively propagated in the internet community. Currently online Baduk game haws id attention as one of the most popular games in Korea. Therefore, the game industry has developed a variety of Baduk games and internet services providers and portal sites have competitively provided Baduk game services. Considering this trend, this paper attempts to develop an evaluation model for online Baduk games, which can serve as a guideline for selecting the appropriate game by game users. In addition, this evaluation has been applied to the 2 best known Baduk games and compared each other based on the model factors. Finally, this paper suggest some practical guidelines for game developers in order to increase user acceptance.

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