• 제목/요약/키워드: Internet game addiction

검색결과 119건 처리시간 0.032초

청소년의 인터넷게임 중독 영향 요인 (Factors on Internet Game Addiction among Adolescents)

  • 박현숙;권윤희;박경민
    • 대한간호학회지
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    • 제37권5호
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    • pp.754-761
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    • 2007
  • Purpose: The purpose of this study was to explore factors related to internet game addiction for adolescents. Method: This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. Results: In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. Conclusion: The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.

초등학생의 인터넷 게임중독과 아동이 지각한 부모-자녀 애착과의 관계 (Relation between Internet Game Addiction in Elementary School Students and Student's Perception of Parent-Child Attachment)

  • 김영혜;손현미;양영옥;조영란;이내영
    • Child Health Nursing Research
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    • 제13권4호
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    • pp.383-389
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    • 2007
  • Purpose: In this study, the Internet game addiction level was assessed, and parent-child attachment level associated with the addiction was analyzed. Method: From December 5 to 23, 2005, self-reported questionnaire data were collected from 990 Busan City elementary school students of the 5th and 6th grades. The questionnaire consisted of questions about their characteristic features in playing Internet games based on the K-scale developed by KADO. The data were analyzed using the SPSS WIN 10.0 program. Frequency, percentage, arithmetic mean, and standard deviation, $X^2$-test, ANOVA analysis and Scheffe test were used to analyze the data. Results: 1. With regard to the level of Internet game addiction, 71.2% of the students responded that they were general users, and 6.3%, at high risk for addiction. Mean scores were 103.3 for the high-risk group, 77.7 for the potential risk group, and 55.86 for the general user group. The total mean was 63.74. 2. Mean scores for parent-child attachment levels were 97.1 and 99.6 for father and mother, respectively. Conclusion: These results suggest that a collaborative program to educate and counsel parents to increase the parent-child attachment level needs to be established in protection and recovery programs for Internet game addiction.

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인터넷 게임중독과 정신-정서적 변인과의 관계 (The Relationship of Internet Game Addiction to Psycho-Emotional Variables)

  • 김정애;조의영
    • 한국인터넷방송통신학회논문지
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    • 제15권5호
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    • pp.29-37
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    • 2015
  • 본 연구는 사회직장인으로 시작하는 성인의 게임중독에 관한 영향요인을 분석하기 위한 연구이다. 본 연구를 위하여 20-29세 사이의 성인 275명을 대상으로 하였으며, 대상자들의 인터넷 게임중독과 정신-정서적 변인(자아정체감, 우울, 삶의 의미)과의 상관관계와 개인, 가족, 사회적 영향요인을 알아보기 위하여 교차분석과 위계적 회귀분석을 이용하여 분석하였다. 연구결과, 게임중독에 영향을 미치는 개인적 요인은 성, 나이, 흡연 순으로 나타났고, 가족 사회적 요인은 어머니의 교육수준, 아버지의 교육수준, 가정경제형편 순으로 나타났다. 또한 게임중독과 우울 및 자아정체감은 상관관계가 있는 것으로 나타났다. 이에 따라 현대문화 발달인 인터넷을 타인과의 건전한 교류의 장으로 활용하기 위해서는 20대 성인의 우울을 감소시키고, 자아정체감을 증진시킬 수 잇는 실질적인 정책적 지원체계를 확립하기를 제안한다.

게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과 (The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy)

  • 표명화;이영만
    • 한국초등상담교육학회:학술대회논문집
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    • 한국초등상담교육학회 2004년도 학술대회
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    • pp.105-118
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    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

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남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구 (The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students)

  • 권진;박지은;오지영
    • 한국산학기술학회논문지
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    • 제17권2호
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    • pp.75-86
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    • 2016
  • 본 연구의 목적은 남자 중 고등학생의 인터넷 게임 중독에 영향을 미치는 요인을 분석 및 비교하고자 하였다. 본 연구는 한국청소년정책연구원에서 수행한 "2009년 한국 아동 청소년 온라인 게임 및 가족여가활동 실태 조사"를 분석자료로 사용하였다. 분석결과, 남자 중학생과 고등학생의 경우 공통적으로 평일 평균 게임시간과 일요일 및 공휴일 및 게임시간이 3시간 이상인 경우, 여가 장애 수준이 높을수록 게임중독 수준이 높은 것으로 나타났다. 부모와의 의사소통 변수 또한 게임중독 수준에 영향을 미치는 것으로 나타났으나, 중학생의 경우 어머니와 문제형 의사소통이, 고등학생의 경우 아버지와 문제형 의사소통과 어머니와 개방형 의사소통이 영향을 미치는 것으로 차이를 보였다. 본 연구결과를 토대로 올바른 인터넷 사용법 및 인터넷 게임 예방 교육 프로그램과 부모와의 원활한 의사소통을 위한 학부모 교육 프로그램을 개발 및 실시할 것을 제언하고자 한다.

개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향 (The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency)

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

간호대학생의 게임중독, 자기효능감이 대학생활적응에 미치는 영향 (The Effects of Internet Game Addiction and Self-efficacy on Campus Life Adaptation of Nursing Students)

  • 이효정;이경주;곽소영
    • 한국산학기술학회논문지
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    • 제22권3호
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    • pp.101-109
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    • 2021
  • 본 연구는 간호 대학생의 게임중독, 자기효능감이 대학생활적응에 영향을 미치는 요인을 파악하고자 실시하였다. 본 연구대상자는 국내 간호대학 7곳에 재학 중인 학생 182명을 대상으로 하였으며, 자료 수집은 2019년 9월 20일부터 10월 3일까지 실시되었다. 자료분석은 SPSS 26.0 프로그램을 이용하였으며, 빈도와 백분율, 평균과 표준편차, t-test, ANOVA, Pearson's correlation, stepwise multiple regression으로 분석하였다. 연구결과 간호대학생의 게임중독은 1.14±.30점(4점 만점), 자기효능감은 3.39±.55점(5점 만점), 대학생활적응은 3.18±.57점(5점 만점)으로 나타났다. 대상자의 게임 중독, 자기효능감, 대학생활적응의 상관관계를 본 결과 자기효능감은 게임중독과 음의 상관관계를 보였다(r=-.148, p=.046). 자기효능감은 대학생활적응과 통계적으로 유의한 정적 상관관계를 보였으며(r=.649, p<.001), 대학생활적응은 게임중독과 음의 상관관계를 보였다(r=-.220, p=.003). 대상자의 대학생활적응에 영향을 미치는 요인을 파악하기 위하여 단계적 다중회귀분석을 실시한 결과 자기효능감(��=.588, p<.001), 성별(��=.183, p=.001), 게임중독(��=-.152, p=.007)이 통계적으로 유의한 영향 관계를 보였다. 모형의 설명력은 45.9%였으며(F=52.197, p<.001), 대학생활적응에 가장 많은 영향을 미치는 요인은 자기효능감으로 나타났다. 이상의 연구 결과로 보아 효과적인 대학생활적응을 위해서는 게임중독을 예방하고 자기효능감을 높이기 위한 프로그램 개발이 요구된다.

게임중독에 대한 연구동향 -Pubmed를 중심으로- (Research Trends in Study for the Game Addiction)

  • 장영주;최강욱;정인철;이상룡
    • 혜화의학회지
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    • 제16권2호
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    • pp.295-302
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    • 2007
  • Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.

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초등학생의 인터넷게임 중독, 가족기능성, 또래폭력 가해경험, 피해경험이 또래폭력 행위가능성에 미치는 영향 (Effects of Internet Game Addiction, Family Functioning, Offense Eexperience, Victimization Experience on Possibility of Peer Violence in Elementary School Students)

  • 이경희;이경숙
    • 한국콘텐츠학회논문지
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    • 제17권7호
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    • pp.425-436
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    • 2017
  • 본 연구에서는 초등학생의 인터넷게임 중독, 가족기능성, 또래폭력 가해경험, 또래폭력 피해경험, 또래폭력 행위가능성의 관계를 파악하고 또래폭력 행위가능성의 영향요인을 규명하고자 하였다. 부산과 울산의 초등학생 3, 4, 5, 6학년을 대상으로 설문조사를 하였으며 789명으로부터 자료를 수집하였고 SPSS/WIN(20.0 version)을 사용하여 분석하였다. 인터넷게임 중독이 높을수록 가족기능성이 낮았고, 또래폭력 가해경험, 또래폭력 피해경험, 또래폭력 행위가능성이 높았다. 또래폭력 행위가능성의 영향요인으로 교사와의 관계와 또래폭력 가해경험이 63.1%의 설명력으로 나타났다. 인터넷게임 중독을 예방하고 또래폭력 가해경험을 차단하는 보건교육 프로그램을 마련하고, 아동과 교사와의 관계를 활성화 하는 것이 또래폭력 행위가능성을 막는 대안이 될 것이다.

EEG 및 ERP를 이용한 인터넷 게임 과몰입 분석 (EEG and ERP based Degree of Internet Game Addiction Analysis)

  • 이재윤;강행봉
    • 한국멀티미디어학회논문지
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    • 제17권11호
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    • pp.1325-1334
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    • 2014
  • Recently game addiction of young people has become a social issue. Therefore, many studies, mostly surveys, have been conducted to diagnose game addiction. In this paper, we suggest how to distinguish levels of addiction based on EEG. To this end, we first classify four groups by the degrees of addiction to internet games (High-risk group, Vigilance group, Normal group, Good-user group) using CSG (Comprehensive Scale for Assessing Game Behavior) and then measure their Event Related Potential(ERP) in the Go/NoGo Task. Specifically, we measure the signals of P300, N400 and N200 from the channels of the NoGo stimulus and Go stimulus. In addition, we extract distinct features from the discrete wavelet transform of the EEG signal and use these features to distinguish the degrees of addiction to internet games. The experiments in this study show that High-risk and Vigilance group exhibit lower Go-N200 amplitude of Fz channel than Normal and Good-user groups. In Go-P300 and NoGo-P300 of Fz channel, High-risk and Vigilance groups exhibit higher amplitude than Normal and Good-user group. In Go-N400 and NoGo-N400 of Pz channel, High-risk and Vigilance group exhibit lower amplitude than Normal and Good-user group. The test after the learning study of the extracted characteristics of each frequency band from the EEG signal showed 85% classification accuracy.