• Title/Summary/Keyword: Internet game addiction

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Computer Game Usage and Needs for Education on the Prevention of Computer Game Addiction among Elementary School Children (초등학교 고학년 학생의 컴퓨터 게임 사용 실태와 중독 예방 교육 요구)

  • Oh, Won-Oak
    • Korean Journal of Health Education and Promotion
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    • v.22 no.4
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    • pp.1-16
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    • 2005
  • Objectives: This study was conducted to identify the computer game usage of elementary school children and their needs for education on the prevention of computer game addiction. Methods: The subjects of this study were 455 elementary school children. The data were collected from an open and structured questionnaire on the subjects' computer game usage and their needs for education on the prevention of computer game addiction. Results: The boys played computer games more than the girls. There were statistical differences in the durations of the computer game use, the main locations of the computer games they played, the times of the day when they used computers, the times of the day when they played computer games, the number of times in a week they visited Internet cafes, what motivated them to play computer games, and their partners in playing computer games according to gender. From an analysis of 714 statements of the subjects with respect to their need to be educated on computer game addiction prevention, six domains and 19 themes were drawn. The six main domains identified were Definition & Status, Etiology & Process, Influences, Prevention, Diagnosis & Coping with Computer Game Addiction, and General Information on Computer Games. This study results revealed that elementary school children have to be comprehensively educated on how to prevent computer game addiction. Conclusion: A computer game addiction prevention program concerning these themes and domains must be developed. A study should also be conducted to identify the educational needs of parents of elementary school children on computer game addiction prevention.

Effects of the Internet Game Addiction Prevention Educational Program on Self-control and Time Spent on Internet Games by Elementary School Students (인터넷게임중독 예방교육프로그램이 초등학생의 자기통제성과 인터넷게임 사용시간에 미치는 효과)

  • Yang, Mi-Kyung;Oh, Won-Oak
    • Child Health Nursing Research
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    • v.13 no.3
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    • pp.282-290
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    • 2007
  • Purpose: The purpose of this study was to examine the effects of EP-IGAP(Internet Game Addiction Prevention Educational Program) on increasing the self-control and decreasing the time spent on internet games. Method: The research design was a quasi-experiment, repeated measures design with non-equivalent control group. Participants in this study were 269 elementary school students of elementary school(134 for the experimental group, 135 for the control group). The instruments used in this study were the Self-control of Internet Game Scale and Time spent on internet games per week. The experimental group participated in the EP-IGAP for 6 weeks. Results: After the intervention, the experimental group showed a significant increase in self-control related to internet games. But, there was no statistical difference in the time spent on internet games between the two groups. Conclusion: These results suggest that EP-IGAP is effective in increasing the self-control related to internet games in elementary school students. Further research is needed to modify the EP-IGAP.

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The Relationship between Maternal Rearing Behavior Characteristics And Elementary School Children's Internet Use (어머니의 양육행동특성들과 초등학생 아동의 인터넷 사용과의 관계)

  • Kim, Hyoun-Ji
    • Korean Journal of Human Ecology
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    • v.13 no.6
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    • pp.861-874
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    • 2004
  • The goal of this study is to investigate the relationship between maternal rearing behavior characteristics and elementary school children's Internet use, and to utilize the results as the basic data to develop a program, in which parents learn how to educate their children for better use of the Internet. The subjects were 713 children whose grade are in fourth through sixth in an elementary school. Data were obtained with questionnaires. The instruments employed were Children's Internet Use and Addiction, and maternal rearing behavior characteristics-Rational Guidance, Affection, Authoritarian Control, Overprotection, Achievement Encouragement, and Active Involvement-Scales. The data were analyzed with the SPSS program. They were analyzed by Frequency, Percentage, ANOVA, Duncan's test, and Pearson correlation. The results of this study are as follows: First, 30.2% of the subjects has used Internet for more than three years. 55.6% of the subjects spend less than an hour per day in using the Internet. The two major types of Internet use were playing games(49.9%) and sending e-mails(25.4%). The main reason for playing Internet games was escape from stress(34.7%). 34.5% of the subjects also said that their parents usually encourage them to use the Internet. Second, maternal affection, authoritarian control, and active involvement were significantly different in the types of Internet use. Maternal authoritarian control and overprotection were significantly different in the reasons of doing Internet game. The rational guidance and active involvement of mothers were correlated negatively with children's Internet using time, but their authoritarian control and overprotection were correlated positively with children's Internet using time. Maternal overprotection was correlated positively with parents' encouragement level in the Internet use. Third, the rational guidance, affection, and active involvement of mothers were correlated negatively with children's Internet addiction. In the other hand, maternal authoritarian control and overprotection were correlated positively with children's Internet addiction. Lastly, children's Internet addiction was significantly different by the types of Internet Use and the reasons for doing internet game. Children's Internet using time was correlated positively with children's Internet addiction.

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Determinants of Game Addiction among Middle School Boys focused on Leisure and Family-Environmental Factors (남자 중학생들의 게임중독 결정요인 -여가와 가족환경요인을 중심으로-)

  • Oh, Ji-Young;Kim, Seok-Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.16 no.1
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    • pp.39-50
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    • 2015
  • Objectives: A large number of teenagers are addicted to Internet games. The purpose of this study is to analyze the influence of leisure and family factors affecting internet game addiction among middle school boys. Methods: The data was used from 'Survey on the Online Game and Family Leisure Activities of Youth and Children in 2009' conducted by Korea Youth Policy Institute. Data were obtained from 1,681 middle school boys and analyzed by using the SPSS(version 20) program. Factors affecting game addiction were analyzed by ANOVA, Multiple Regression Analysis. Results: The results of this study revealed that the following variables have significant effects on game addition among middle school boys; psychology disorder about leisure, preference and participation disorder about leisure, father-child open communication, mother-child problem communication. Conclusions: Based on these results, we suggested leisure facility and programs to participate leisure life and activate communication with parents. Finally, limitations of this study and suggestions for future research were discussed.

The Effectiveness of Music Therapy Program on Self Efficacy of Juveniles with Internet Game Addiction (음악치료프로그램이 인터넷 게임중독 청소년의 자기효능감 향상에 미치는 효과에 관한 연구)

  • Lee, Eun-Hee;Bang, Sung-A
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2520-2527
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    • 2012
  • The Purpose of this study is to exame the effectiveness of music therapy program on self efficacy of juveniles with internet game addiction. The study was carried out with 9 juveniles who were belonging to a dangerous user group and a warning user group in the internet addiction observer index, and attended K City K Youth Center. To test the effectiveness of the program, this study employed pretest-posttest simple group design. the date were analyzed by t-test. As the result, The Music therapy program was verified to effect on enhancing self efficacy of the juveniles with internet game addiction. The limitations of the study were discussed, as well as the application of the study results and recommendations for additional exploratory research.

Relationship between Internet Game Addiction and Psychiatric Symptoms in a Child and Adolescent Psychiatric Clinic (일 대학병원 소아청소년 정신건강클리닉에 내원한 청소년에서 인터넷게임중독과 정신과적 증상의 관계)

  • Oh, Eun-Jeong;Choi, Sam-Wook;Lee, Hae-Kook;Park, Jang-Ho;Ahn, Joon-Ho;Choi, Ji-Eun;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.25 no.3
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    • pp.136-141
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    • 2014
  • Objectives : The aim of this study was to examine the relationship between internet game addiction and psychiatric symptoms. Methods : A total of 447 adolescents who were recruited from a child and adolescent psychiatric clinic of university hospital completed a self-report questionnaire consisting of Korean Internet Addiction Self-scale (K-scale), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), Korean-Attention-Deficit Hyperactivity Disorder Rating Scale (K-ARS), and Adolescent Happiness Index (AHI). They were classified into three internet user groups, non-addicted group (below or equal to 94), potential risk group (95 to 107) and high risk group (above or equal to 108) according to K-scale total score. Results : Significant mean differences in BDI, BAI, K-ARS, and AHI scores were observed among the three groups. The BDI, BAI and K-ARS scores showed positive correlation with K-score. The AHI score showed negative correlation with K-score. Conclusion : Findings of this study suggest that depression, anxiety, inattention, hyperactivity/impulsivity, and happiness are associated with internet game addiction.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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Physical symptoms generated by internet game addiction and relationship between physical symptom and game addiction grade. (인터넷 게임 중독으로 발생하는 신체증상과 중독성 사이의 상관성 연구)

  • Cho, Sung-Min;Yoon, Kyung-Hee;Koh, Duck-Jae;You, Han-Jung;Lee, Jin-Yong;Kim, Deog-Gon
    • The Journal of Pediatrics of Korean Medicine
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    • v.20 no.3
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    • pp.143-160
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    • 2006
  • Objectives : As the side effect brought up by internet game addiction, many reports come out, but most of past articles are for middle or high school students. There is seldom a poisoning game treatise to a primary school student, if there is treatise, it is real condition that treatise for lead pipe with psychological reasons is seldom discussion about physical symptoms. This research searches high grade elementary students' game use actual conditions and when divide to general user group, latent danger use group, high dangerous use group, according to serious illness degree of game poisoning, three groups and game poisoning happens, recognized about body symptoms that happen much. Methods : Target population of these questionnaire are fifth and sixth grade elementary student of Seoul city 2 school. Chose 263 elementary students, 144 men, 119 women who understand purpose of research and admit participation is 25 October, 2006 since 1 September, 2006 Results : As poisoning serious illness degree is high, there are many number of game times, much more boys are addicted to internet game than girs, insomnia is apt to happen frequently in game poisoning danger group, and correlation is high by megrim, shoulder ache, digestive trouble. Insomnia, symptoms that show next even if some symptoms show first because there is high correlation between megrim, shoulder ache, digestive trouble is high possibility to happen among four symptoms. Insomnia, megrim, shoulder ache, digestive trouble that happen by internet game poisoning, is apt to increase by increasing addiction. Symptoms treatment can divide by internal treatment that treat insomnia, megrim, digestive trouble, external treatment that is typical symptoms of VDT syndrome shoulder ache, headache, fatigue persimmon. Root treatment is mind symptoms treatment. Game addiction treatment is relationship method 'seven emotions injury treatment' in oriental medicine. 'promote the normal flow of qi' and 'adjustment of suitable emotion' can talk as pivotal point of treatment.

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Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.479-486
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    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

A Study on the Related Factors with Internet Addiction of the 11th Grade Students in an Urban Area (도시지역 일부 고등학생을 대상으로 한 인터넷 중독 실태와 관련된 요인 연구)

  • Lee, Moo-Sik;Ko, Kyung-Jae;Lee, Hyo-Jin;Nam, Wook;Kim, Eun-Young;Hong, Jee-Young;Na, Bak-Ju;Kim, Keon-Yeop
    • Journal of Preventive Medicine and Public Health
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    • v.36 no.4
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    • pp.390-398
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    • 2003
  • Objectives : To evaluate the degree of adolescent internet addiction, and investigate its relationship to the general characteristics, internet environments, and contents, especially the stress measured by the psychosocial wellbeing index-short form(PWI-SF). Methods : The data was obtained from self-administered questionnaires from 886 11th grade urban area students. The questionnaires consisted of general characteristics, internet user's environments, frequencies by internet contents, internet addiction test and PWI-SF. Results : The possible rate of internet use at home was 95.1%, and the area of most internet use was the home. The frequencies of internet game and porno site use were higher in males, with web searching and community uses higher in females. The total mean of internet addiction score was 56.8, and was higher for male than for female students. From multiple regression, as analyzed by the internet addiction score as a dependent variable, on-line friends, internet use times, years of internet use, frequencies of internet game, & porno site use, and PWI-SF scores were significant in male. Internet use times, the frequencies of internet game, chatting, community use, and PWI-SF score were significant in female. Four PWI-SF subscales(social role & self reliability, depression, general health & vitality, and sleep disturbance & anxiety) and internet addiction were significantly correlated in both male and female students, with depression having the most correlation. Conclusion : The results of this study suggest that intervention should be provided to prevent internal addiction, especially for coping with stress in Korean teenage students.