• Title/Summary/Keyword: Internet game addiction

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Interrelation of Internet Game Addiction and Depression of an Undergraduate Student (대학생의 게임 중독과 우울감과의 상관관계)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.417-420
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    • 2010
  • 본 논문은 대학생을 대상으로 인터넷 사용 및 인터넷 게임 중독 상태를 알아보고 인터넷 게임 중독에 따른 우울 정도를 알아보기 위하여 설문조사를 실시하였다. 그 결과 연구 대상자들의 인터넷을 사용하는 주된 목적은 과제나 기타 정보를 수집하기 위하여 사용한다고 응답한 경우가 67명(33.5%)로 가장 많았고 두 번째가 게임으로 54명(27.0%)으로 나타났다. 연구 대상자들의 인터넷 게임 중독 정도에 대한 결과는 일반 사용자 군은 175명(87.5%), 잠재적 위험 사용자 군은 23명(11.5%), 고위험 사용자 군은 2명(1.0%)으로 나타났다. 연구 대상자들의 우울 정도에 대한 결과는 정상 상태가 172명(86.0%)으로 나타났고 약간 우울한 상태가 11명(5.5%)이고 상당한 우울 상태가 7명(3.5%)으로 나타났으며 매우 심한 우울 상태는 10명(5.0%)으로 나타났다. 연구 대상자들의 중독 정도에 따른 우울 정도에 대한 결과는 일반 사용자 군에서도 약간 우울한 상태인 대상자가 8명(4.6%)이고 상당한 우울 상태인 대상자는 5명(2.9%)이고 매우 심한 우울 상태인 대상자도 7명(4.0%)이나 되는 것으로 나타났으며 잠재적 위험 사용자 군에서도 약간 우울한 상태인 대상자가 3명(13.0%)이고 상당한 우울 상태인 대상자도 2명(8.7%)이며 매우 심한 우울 상태인 대상자도 1명(4.4%)으로 나타났고 고위험 사용자 군에서는 2명(100.0%) 모두 매우 심한 우울 상태를 보이는 것으로 나타났다.

VDT Syndrome according to the Types of Computer Use Among Elementary Students (초등학생의 컴퓨터 사용행태에 따른 VDT증후군)

  • Kim, So-Won
    • Journal of Korean Public Health Nursing
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    • v.19 no.2
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    • pp.359-370
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    • 2005
  • The purpose of this study is to provide basic data for prevention of VDT syndrome by confirming VDT syndrome according to the type of computer use. The subjects recruited for the research were 518 students who were in the 4, 5, 6 grades from 5 schools in Seoul. The data were collected during the period from October 8 through October 18, 2004. The results were as follows; 1. The mean value of the VDT syndrome was 1.55 (SD=.52) for the 5th graders. 2. The degrees of VDT syndrome according to the characteristics of the subjects shows higher scores for the 5th and 6th graders, boys, students with more than 4 online friends, students with a low degree of school life satisfaction, and for students with parents who had a negative attitude for their children. 3. The degree of VDT syndrome according to the type of computer use showed higher scores when the students used computers for game more than for study, more than 11 hours in a week, more than 2 hours at one time, not having any rest, in dark places, with the monitor less than 40 an distance from the eyes, sitting with their legs crossed and when the keyboard was in a higher position than their elbows. The internet absorbed group showed higher scores than the unabsorbed group. 4. There was positive correlation between the hours of computer use and VDT syndrome. Also, internet addiction and VDT syndrome had positive correlation. Therefore, each home and society needs to pay consistent attention to correct computer use by their students. Especially, schools will have to educate about computer utilization and VDT syndrome.

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A Study on the Application Development for the Drawing Test (디지털 기기에서의 그림검사를 위한 Application 개발 연구)

  • Kim, Sunhee K.;Kim, Sun-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.707-717
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    • 2021
  • The purpose of this study was to explore whether PPAT drawing using an application can be developed on digital devices for game addicts. The PPAT drawing test is useful and reliable for verifying problem-solving skills in how people pick apples. As a result of this study, the over-immersion group scored lower than the average user group in the "problem Solving" category of the PPAT drawing test using the PPAT drawing applicaion on digital devices, and expressed by not reaching for apples, or by picking apples without reasonable support. The findings in this study suggest that the PPAT drawing test application on digital devices has significantly demonstrated its original purpose of 'problem resolution', as well as future psychotherapeutic interventions for Internet over-immersion subjects as well as users who are familiar with digital devices.

A Study on ways to secure personal information stability according to the implementation of the mobile phone use system for milityary personnel (군장병 휴대전화 사용제도 시행에 따른 개인정보 안정성 확보 방안 연구)

  • Hwangbo, Wongyu;Shin, Dong-Kyoo
    • Journal of Internet Computing and Services
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    • v.23 no.6
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    • pp.49-58
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    • 2022
  • As military service members are fully permitted to use mobile phones for sickness after work, it is time to minimize the direct collection of personal information from telecommunication companies when opening mobile phones to secure the safety of military service personnel's personal information. Prior to introducing the use of mobile phones by soldiers after work, the Ministry of National Defense established a security control system such as blocking the mobile phone shooting function to prevent security accidents and concerns about some adverse functions such as illegal cyber gambling, game addiction, and viewing pornography. come. Mobile telecommunications companies entrust personal information processing tasks, such as opening mobile phones, to telecommunications agencies and carry out management and supervision, such as checking the status of personal information protection measures. When a military service member opens a mobile phone, a personal information management agency is newly established using the right to portability of personal information, and a system for requesting the transmission of personal information from the military service member is proposed.

Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games (집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과)

  • Lee, Geon-uk;Lee, Hyun-mi;Shin, Ji-hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.769-778
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    • 2016
  • The purpose of this study was to investigate the effects of group art therapy on the aggression and emotional regulation ability of elementary school students over-immersed in Internet games. The subjects include 16 elementary school children from H Local Children's Center in S City and G Local Children's Center in Y City. They were allocated to the experiment and control group each of which consisted of eight. Total 12 sessions of Group art therapy were administered to the experiment group twice per week from January 4 to February 15, 2016. Employed in the study were the Internet game addiction, aggression, and emotional regulation inventories. Collected data were treated with repeated measures ANOVA for differences according to the implementation time and group. The findings show that group art therapy had positive effects for mitigating the aggression of elementary school students over-immersed in Internet games and increasing their emotional regulation ability and that those effects lasted. Those findings indicate that group art therapy is effective for alleviating the aggression of elementary school children over-immersed in Internet games and improving their emotional regulation ability. Finally, based on the reuslt of this study, the development and future direction of this program for prevention and treatment of elementary school students over-immersed in Internet games is suggested.

The Exploratory Study of Children's Use of Smart Devices in Information Society (정보사회에서 어린이들의 스마트기기 이용생활에 대한 탐색적 연구 -초등학교 고학년을 중심으로-)

  • Han, Byoungrae;Gu, Jungmo
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.423-432
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    • 2014
  • With wide spread of smart devices, the use of children's smart devices were increased. We have performed an exploratory study about children's use of smart devices in the viewpoint of lives of children. The children was encouraged on the school centered learning by their parents. In this study, we wanted to explore the state of life of children's using of smart devices in the view of the children's life at the age of information society. The results show that there was a difference in children's using of smart devices between big and small city. This research shows that the students have the lack of the experiences of learning of desired usages and learning with devices. In the play with the non-electronic media, outside play was more than indoor play. Half of the answers at the amount of time to play the game and to watch the TV were "within an 1 hour". We know that the proportion of children's indoor play portion is more than outdoor play of it.

Descriptive Psychiatry and the Development of Diagnostic Criteria in the History of Child Psychiatry and Phenomenological Descriptive Psychiatry (소아정신의학 역사 속의 진단기준 발전과 현상학적 기술정신의학)

  • Bahn, Geon Ho;Lee, Yeon Jung;Han, Ju Hee
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.26 no.1
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    • pp.1-11
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    • 2015
  • Phenomenology has been developed by philosophers like Kant and Husserl since the late 18th century. Jaspers, a German psychiatrist, adopted it into psychopathology studies and accumulated data by closely observing and recording the patients' symptoms and signs. Among descriptions done even before the psychopathology or diagnostic criteria of disorders in the field of child psychiatry was established, we can find exact and valuable descriptions matching the autism spectrum disorder or attention deficit/hyperactivity disorder. The diagnostic criteria of modern childhood psychiatric disorders were established based on these grounds. Phenomenological/descriptive methods in various psychiatric fields lead to medical study methods for social phenomenon such as oiettolie, hikikomori, and internet game addiction. Since Romanian orphans were adopted to the western world, descriptive studies along with neurobiological studies on the influence of stimulus deprivation on emotional and physical development are being conducted. While phenomenology, which was adopted by Jaspers to verify psychopathology, was developed mainly by observation and description, recent studies are explaining such descriptive phenomena even at the synapse level due to advances in neurobiology. Although phenomenological/descriptive psychiatry, describing precise and detailed experiences of patients, is less applied nowadays among modern study methods, we must remember that such descriptions may lead to biological studies and provide evidence to improve the accuracy of choosing and applying treatment methods.

Relationship between Internet Game Addiction, Self Control and Impulsiveness in Elementary School Students (초등학생(初等學生)의 인터넷 게임중독(中毒)과 자아통제(自我統制), 충동성(衝動性)과의 관계(關係))

  • Woo, Joung-Ryae;Hong, Jee-Young;Lee, Moo-Sik;Na, Baeg-Ju;Lee, Jin-Yong;Hwang, Ji-Hye
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.751-754
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    • 2010
  • 본 연구는 초등학교 5, 6학년 학생들을 대상으로 인터넷 게임중독과 자아통제, 충동성과의 관계를 파악하여 올바른 인터넷 사용 문화를 장려하고, 과도한 인터넷 사용 방지교육을 위한 기초자료를 제공하고자 시도되었다. 자료는 2009년 11월 9일에서 11월 30일까지 익산시내 3개 초등학교를 임의로 선정하여 5, 6학년 학생 927명을 대상으로 조사하였다. 자료 분석은 SPSS WIN(12.0 한글판) 프로그램을 이용하여 카이제곱검정, t-검정, 일원배치 분산분석, 다중회귀분석의 통계적 방법을 이용하였다. 본 연구의 결과로는 대상자의 인터넷 게임중독 정도는 '정상' 483명(54.3%), '중독초기' 363명(40.8%), '중독중증' 43명(4.8%)으로 나타났다. 일반적 특성에 따른 인터넷 게임중독 정도를 분석한 결과 성별(p<0.01)이 유의한 차이가 있었으며 컴퓨터 사용 특성에 따른 인터넷 게임중독 정도는 이용장소(p<0.05), 주요활동(p<0.01), 평일 이용시간(p<0.01), 주말 이용시간(p<0.01)이 유의한 차이가 있었다. 또한, 인터넷 게임중독과 자아통제와의 관계를 분석한 결과 인터넷 게임중독 경향이 높을수록 자아통제 점수가 낮으며, 자아통제 점수가 높을수록 인터넷 게임중독 경향이 낮은 것으로 조사되었으며(p<0.01) 인터넷 게임중독과 충동성과의 관계를 분석한 결과 인터넷 게임중독 경향이 높을수록 충동성 점수가 높은 것으로 조사 되었는데, 이는 충동성 점수가 낮을수록 인터넷 게임중독 경향이 낮음을 의미한다(p<0.01). 자아통제와 충동성과의 관계를 분석한 결과 자아통제가 낮을수록 충동성이 높으며, 자아통제가 높을수록 충동성이 낮은 것으로 나타나서 자아통제와 충동성은 서로 반대 개념인 것을 알 수 있었으며(p<0.01) 인터넷 게임중독과 자아통제, 충동성과의 다중회귀분석 결과 유의한 영향을 주는 변수는 성별(p<0.01), 학교성적(p<0.01), 주요활동(p<0.01), 평일 이용시간(p<0.01), 주말 이용시간(p<0.01), 자아통제(p<0.01), 충동성(p<0.01)이었다. 여학생보다 남학생이, 학교성적이 높을수록, 주요활동이 비학습관련인 경우, 평일 이용시간이 1시간이상 이용할수록, 주말 이용시간이 2시간이상 많이 이용할수록, 자아통제가 낮을수록, 충동성이 높을수록, 인터넷 게임중독 경향이 높은 것으로 나타났다. 이상의 결과를 종합해 보면, 인터넷 게임중독 경향이 높을수록 자아통제 정도가 낮게, 충동성 정도는 높게 나타나고, 인터넷 게임중독 경향이 낮을수록 자아통제 정도가 높게, 충동성 정도는 낮게 나타나는 것을 알 수 있다. 또한 자아통제와 충동성은 상반된 개념으로 자아통제 정도가 높을수록 충동성은 낮아지고 자아통제 정도가 낮을수록 충동성이 높아짐을 알 수 있다.

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Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.