• 제목/요약/키워드: Internet Game Addiction

검색결과 119건 처리시간 0.031초

가정내 인터넷 게임 사용 실태와 유아의 인터넷 게임 중독 경향성 (Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction)

  • 조은정;김지현
    • 한국생활과학회지
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    • 제19권6호
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    • pp.967-980
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    • 2010
  • This study examined preschoolers' usage of internet-games in a family context as well as their level of addiction to these games. Participants in this study were 221 mothers of preschoolers (111 boys, 110 girls) in Seoul and Gyeonggi Province. Lee's (2006) Internet-Game Addiction Scale for Preschoolers was used to assess preschoolers' level of internet-game addiction. Cho's (2010) questionnaire regarding home environment and internet-games was also administered. Data were analyzed with descriptive statistics, t-test, and ANOVA using SPSS WIN 12.0. Results were as follows: firstly, 74.7% of preschoolers were found to play internet-games. Secondly, the level of internet-game addiction was low, but boys showed higher levels of internet-game addiction than girls. Thirdly, preschoolers' level of internet-game addiction was different according to their number of siblings, time spent using internet-games, that age at which internet-games were first used as well as mother's employment status. Based on the results of this study, the danger of preschoolers' internet-game addiction and future directions of research are discussed.

인터넷게임중독 청소년과 비중독 청소년의 스트레스 수준과 HPA axis 활성도 비교 (Comparison of Stress Level and HPA axis Activity of Internet Game Addiction vs. Non-addiction in Adolescents)

  • 김은화;김나현
    • Journal of Korean Biological Nursing Science
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    • 제15권4호
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    • pp.173-183
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    • 2013
  • Purpose: The purpose of this study was to compare the stress level and HPA axis activity of an internet game addiction group and non-addiction group in adolescents. Methods: A cross-sectional comparative study was performed with 140 male high school students from 9 vocational high schools at W city. Data were collected from July to September, 2012, using a questionnaire for measuring internet game addiction and stress level, blood samples for serum ACTH, and cortisol level for HPA axis activity. Data were analyzed using descriptive analysis, $X^2$-test, t-test, ANOVA, and Pearson correlation coefficient with SPSS/WIN 15.0. Results: The stress level of the internet game addicted group was significantly higher than that of the non-addicted group (p<.001). The serum cortisol level was also significantly higher in the internet game addicted group than in the non-addicted group (p<.026). The serum ACTH level was higher in the internet game addicted group more than in the non-addicted group (p<.072). Conclusion: These results showed that internet game addiction could increase stress level and HPA axis activity in high school adolescents. Thus, a nursing approach to prevent and relieve internet game addiction should be initiated to stabilize the HPA axis of internet game addicted adolescents.

인터넷 게임중독이 불안을 매개로 삶의 만족도에 미치는 영향: 중국 하얼빈 지역 남자 대학생을 중심으로 (The Mediating Effect of Anxiety on the Relationship between Internet Game Addiction and Life Satisfaction: Focusing on Male University Students in Harbin, China)

  • 최운선
    • 한국가족복지학
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    • 제23권4호
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    • pp.613-632
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    • 2018
  • The purpose of this study is to review Chinese policy on internet game addiction, and understand the level of internet game addiction, anxiety, and life satisfaction levels, and examine how game addiction affects life satisfaction with anxiety as a medium among male university students in China. In order to achieve the goals of the study, a survey was conducted on 240 male university students in Harbin, China. The research results are as follows. First, the internet game addiction level of male university students was at a relatively low level. Only 2.9% scored over 36 points, the litmus test for the category of clinical criterion, whereas the majority belonged to the general user group. Meanwhile, anxiety was at an intermediate level, along with a relatively high level of life satisfaction. Next, internet game addiction showed a positive correlation with anxiety, and a negative correlation with life satisfaction level. A negative correlation was found between anxiety and life satisfaction level. Lastly, anxiety was found to play a complete mediation role, as a mediator variable between internet game addiction and life satisfaction level. Based on the above results, policy and practical suggestions are proposed to improve the mental health of university students and to prevent and treat game addiction within China.

인터넷 게임동기 유형에 따른 대학적응과 인터넷 게임중독 (College Adaptation and Internet Game Addiction by Internet Game Motivation Types)

  • 백지숙
    • 아동학회지
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    • 제26권1호
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    • pp.31-46
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    • 2005
  • This study examined internet game addiction and college adaptation(academic, social, personal-emotional, institutional attachment) by Internet game motivation types. The 475 subjects (235 male and 240 female college students) responded to the newly developed self-report measure, Internet Game Motivation Scale (IGMS). Cluster analyses of IGMS data identified 5 types of Internet game motivation: Active I, Active II, Moderate I, Moderate II, Passive. Active (I, II) types had the highest scores in Internet game addiction while the Passive type yielded the lowest. Except for academic adaptation, all aspects of college adaptation varied as a function of Internet game motivation types. Overall, Moderate II showed highest whereas Active I showed lowest academic adaptation scores.

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한국 대학생과 중국 유학생의 임파워먼트와 인터넷게임중독 차이 (Differences in Empowerment and Internet Game Addiction among Korean University Students Focusing on Korean and Chinese Students)

  • 주애란;김미랑
    • 가정간호학회지
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    • 제20권1호
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    • pp.53-62
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    • 2013
  • Purpose: The purpose of this study was to investigate the empowerment and internet game addiction in Korean university students, focusing on Korean and Chinese students. Method: For this study, 366 students were selected from the J province by using convenience sampling. The data were collected from August 1 to October 10, 2012, and analyzed by using the SPSS/WIN 15.0. Result: Internet game addiction and general characteristics showed significant differences when classified according to nationality, gender, age, major leisure, perceived health status, and smoking status. The Korean students had a mean empowerment score of 98.4. The Chinese students had a mean internet game addiction score of 58.6. Nationality, gender, and empowerment were identified as the variables influencing internet game addiction. Conclusion: This study suggested that we should develop programs to increase empowerment, quit smoking, and decrease internet game addiction for Korean university students.

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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
    • 한국컴퓨터정보학회논문지
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    • 제21권10호
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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.

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

  • 김기숙;김경희
    • Child Health Nursing Research
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    • 제15권1호
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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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아동용 인터넷 게임 중독 척도 개발 (Developing Internet Game Addiction Scale for Children)

  • 김승옥;김혜수;이경옥
    • 아동학회지
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    • 제28권6호
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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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AHP 및 통계분석을 이용한 인터넷 게임 중독 영향 연구 (A Study on the Influence of Internet Game Addiction using the AHP and Statistical Analysis)

  • 김태성;김종호;문상덕
    • 대한안전경영과학회지
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    • 제10권2호
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    • pp.33-41
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    • 2008
  • Rapid spread of the internet has made our everyday life more convenient, however it has brought some problems along with it. Especially, undergraduate student are losing their social ability as they become absorbed in the internet game, act selfishly in the cyber space and lose interest in studying. As a result, they become isolated from their friends and experience difficulty in the relationship with their parents. In this paper, the influence factors of internet game addiction is investigated using the Analytic Hierarchy Process (AHP) and statistics techniques. This study is to define the influence an important factors of internet game addiction using a questionnaire to internet game player and expert group. It is believed that this study will be more receptive to results that include the priority weights of internet game addiction among the addiction group, non-addiction group and expert group.

일상생활지장과 자아조절능력지장이 인터넷게임중독에 미치는 영향에 대한 연구 (A Study on the Effects of Daily Living Disorder and Self-Regulation Ability Disorder on Internet Game Addiction)

  • 안현우;김성주
    • 한국게임학회 논문지
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    • 제20권1호
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    • pp.107-120
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    • 2020
  • 세계보건기구의 ICD-11 개정 이래 인터넷게임이용장애에 대한 사회적 담론의 수위가 높아지고 있다. 그러나 기존의 연구는 게임이용장애 혹은 중독에 대한 용어와 인과관계조차 혼재되어 있는 실정이다. 본 연구는 인터넷게임중독에 초점을 두고 만 16~18세 고등학생을 대상으로 연구를 진행하였다. 분석 결과, 일상생활과 자아조절능력에 지장이 클수록 인터넷게임중독에 빠질 위험이 높은 것으로 나타났다. 본 연구는 전문의 자문과 설문을 통해 2차 검증을 실시한 연구로써 학술적, 실무적 의의를 가진다.