• Title/Summary/Keyword: Internet game addiction

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Factors Affecting Higher Grade Elementary school students' Internet Game Addiction: Focus on Gender Differences (초등학교 고학년 학생들의 인터넷 게임중독 영향요인: 남여비교)

  • Jee, Young-Ju;Kim, Kyoung-Nam;Kim, Young-Hae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.5023-5030
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    • 2014
  • This study examined the factors predicting internet game addiction in higher grade elementary school students according to gender in two cities. The participants were 300 elementary school students who were in the $4^{th}$, $5^{th}$ and $6^{th}$ grades. Data was collected by structured questionnaires from April 1 to June 15 2013, and analyzed using SPSS WIN 14.0. The scores of internet game addiction for elementary school students were 28.82 and 24.61 for boys and girls, respectively. The adjustment to school life predicted internet game addiction in 14% of boys. The adjustment to school life and satisfaction with school life predicted internet game addiction in 15% of girls. The factors affecting highly effective intervention techniques need to be applied to the development of programs to prevent Internet game addiction in elementary school students in the $4^{th}$, $5^{th}$ and $6^{th}$ grades.

The Relationship between Male Adolescents' ADHD Traits and Life Satisfaction: Focused on Mediating Effect of Interpersonal Initiation and Internet Game Addiction (남자 청소년의 ADHD성향과 삶의 만족 간의 관계: 대인관계 형성과 인터넷 게임중독의 매개효과를 중심으로)

  • Chung, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.212-221
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    • 2022
  • This study aimed to analyze the relationship between ADHD trait and life satisfaction among male adolescents, and to examine the mediating effect of interpersonal initiation and internet game addiction on that relationship. The participants were 285 male students from middle and high schools. For this study, World Health Organization ADHD Self-Report Scale, Interpersonal Competence Questionnaire, Internet Gaming Use-Elicited Symptom Screen, and Satisfaction with Life Scale were used. PROCESS Macro 3.5 Model 4 was used to analyze a double mediating effect. Results revealed that male adolescents' ADHD trait was negatively correlated with interpersonal initiation and life satisfaction, while it was positively correlated with their internet game addiction. And, male adolescents' interpersonal initiation was positively correlated with life satisfaction, whereas internet game addiction was negatively correlated with life satisfaction. In addition, male adolescents' interpersonal initiation and game addiction were mediating ADHD trait and life satisfaction. These findings suggest that the interpersonal initiation and game addiction should be treated to improve life satisfaction of male adolescents with high ADHD trait.

A Prediction Model for Internet Game Addiction in Adolescents: Using a Decision Tree Analysis (의사결정나무 분석기법을 이용한 청소년의 인터넷게임 중독 영향 요인 예측 모형 구축)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
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    • v.40 no.3
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    • pp.378-388
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    • 2010
  • Purpose: This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. Methods: The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. Results: From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet cafe$\acute{e}$, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). Conclusion: The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

A Study on the Effects of Internet Games Shutdown Policy in Korea (한국의 인터넷 게임 셧다운제 정책의 효과성에 대한 연구)

  • Jeon, Jong-Soo
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.99-108
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    • 2014
  • This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.

An Exploratory Study on the Extraction of Game Addiction Factors (게임 중독 요인추출에 관한 탐색적 연구)

  • Park, Jeong-Eun;Kwon, Hyeog-In
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.163-177
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    • 2007
  • This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category 'regular user', 90 points and 114 between the terms 'potentially dangerous user' and 13 percent of the overall. Finally, more than 115 points in the 'high-risk user' has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.

The Effects of Direct Experience with School Violence on Internet Game Addiction and School Adjustment -Focusing on the Mediating Effect of Depression- (학교폭력피해경험이 게임중독과 학교적응에 미치는 영향 -우울의 매개효과를 중심으로-)

  • Lee, Seo-Won
    • Journal of the Korean Society of Child Welfare
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    • no.40
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    • pp.109-137
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    • 2012
  • The purpose of this study is to examine the effects of direct experience with school violence on internet game addiction and school adjustment focusing on the mediating effect of depression. A survey of 559 middle school students in Seoul, Gyeonggi Province, and Pusan was conducted. The data were analyzed using AMOS 18.0. The results are as follows. First, 43.9% of the study sample experienced school violence in the previous year. In terms of internet game addiction, 45.9% were identified to be potentially addicted, and 6.6% were considered to be addicted to internet games. Second, results from the structural equation model show that school violence has positive effects on depression and internet game addiction. Third, depression has a positive effect on internet game addiction and a negative effect on school adjustment. Fourth, internet game addiction negatively affects school adjustment. Based on these research results, the findings from this study suggest need for intervention programs targeted to prevent school violence, internet game addiction, depression, and school adjustment.

Risk and Protective Factors, and Mental Health in Youth's Internet Addiction by the Addiction Types (청소년의 인터넷 중독유형에 따른 위험요인 및 보호요인과 정신건강 비교연구)

  • Nam, Young-Ok;Lee, Sang-June
    • Korean Journal of Social Welfare
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    • v.57 no.3
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    • pp.195-222
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    • 2005
  • This study was a comparative analysis by youth's internet addiction types. Distribution of internet addiction types, relative influence of risk and protective factors in each addiction type, and common and different risk and protective factors among the internet addiction types were investigated. And, the level of youth's mental health and the effect of internet to youth's mental health were identified. A total of 1,830 youth were surveyed, and the findings were as below: Firstly, 62.3% of the surveyed youth were addicted to internet. In detail, 15.9% had internet game addiction and 10.9% had internet sex addiction. Secondly, in all types of internet addiction, the risk factors gave severer influence than the protective factors did, and the protective factors gave compensation effect to each type of addiction. Thirdly, among the internet addiction types, the common risk factors were depression, aggression, parents' control, and friends' influence, while the protective factor was self control. Among the internet addiction types, a different risk factor was PC access, and the different protective factors included self-efficacy, teacher's support, friend's support, and parents' relationship. Fourthly, in all the three addiction pattern, the addicted adolescents had experienced more psychological symptoms than general internet users had. Finally, in the aspects of psychiatric symptoms, sex addiction gave the worst negative effect, and then game addiction, and internet addiction came in order. And the adolescents who had the higher degree of addiction were more likely to experience psychiatric symptoms.

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Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives (인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰)

  • Kim, Nahyun;Hong, Seung Hee
    • Journal of Korean Biological Nursing Science
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    • v.17 no.3
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.

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 Characteristics of Internet Addiction Subtypes and the Effects of Internet Addiction in College Students (대학생의 인터넷중독유형에 따른 특성과 인터넷중독의 영향)

  • 이현아
    • Journal of the Korean Home Economics Association
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    • v.42 no.3
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    • pp.27-49
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    • 2004
  • The abuse of the internet creates the problem of ′Internet Addiction′ in the lives of college students. The purpose of this study is to investigate the characteristics and effects of ′Internet Addiction′ in college students. Data was gathered by in-depth interviews with 13 college students who use the internet addictively. The internet addictive group was divided into three subtypes:internet game addicts, personal relation addicts and majors in computer science. There were many characteristic differences among the internet addict subtypes in internet use, and psycho-social traits, such as self-efficacy, impulsiveness, and time management ability. The effects of "Internet Addiction" in the lives of college students were divided into five categories: emotional problems, physical problems, family relationship problems, friendship problems, and schoolwork problems. This study suggests some implications on developing programs for managing and schoolwork problems. This study suggests some implications on developing programs for managing and preventing "Internet Addiction."