• Title/Summary/Keyword: Internet game addiction

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Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

Convergent Factors Affecting Problem Behaviors in Out-of-school Adolescents: A Focus on Gender Difference (학교 밖 청소년의 문제행동 관련 융복합적 요인: 성별차이를 중심으로)

  • Lee, Jaeyoung
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.333-342
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    • 2018
  • The objective of this study was to investigate the problem behavior and its convergent factors in out-of-school adolescents, with a focus on gender differences. This study was a secondary data analysis study using out-of-school adolescents research data at Busan women and family development institute. The study was conducted in a total of 499 out-of-school adolescents (337 males, 162 females). The type of the 8 problem behaviors (run away from home, drop out, prostitution, violence, internet game addiction, theft, drug addiction, and smoking) were identified. The collected data were analyzed with multiple logistic regression. Among the problem behaviors of the participants, internet game addiction and theft were more significantly high in male out-of-school adolescents than female out-of-school adolescents. In internet game addiction, male out-of-school adolescents were 1.90 times higher than female out-of-school adolescents (p=.008, 95% CI=1.18-3.06). In theft, male out-of-school adolescents were 1.92 times higher than female out-of-school adolescents (p=.006, 95% CI=1.21-3.03). When the social measures were provided for those adolescents, a distinguished approach is required depending on the problem behavior and gender.

Weekday Internet Game Times and Domestic Factors of Middle & High School Students (중고등학생의 평일 인터넷 게임시간과 가정환경 요인)

  • Kim, Eun Yeob;Lee, Jee Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5326-5336
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    • 2012
  • Most middle and high school students in Korea use internet for gaming and recreation. This study aimed to classify middle and high school students according to amount of time they spend playing games and analyze relationship domestic factors. Weekday game times and environmental factors of the adolescents in Korea. The group with average game time of 30 min, 0:30-1:30 hours, 1:30-3:00 hours, over 4:00 hours. Subjects in this study were 6,487 middle and high school students. For the category "thoughts about game characters", the group with average game time of 1:30~3:00 hours replied "not at all" but the group with average game time of over 4:00 hours replied "sometimes", which was significantly different from the previous group. Similarly, for the category "lack of time for homework", the group with average game time of 1:30~3:00 hours replied "not at all", which significantly differed from the "sometimes" response from the group with average game time. For satisfaction with interest, "average" was the most frequent response from all the groups. Analyzing correlation of factors influencing game addiction in subjects with game time showed that factors related to game addiction diagnosis and academic performance were especially different in the group with average game time of over 4:00 hours compared to other groups. Nowadays internet has taken a large and significant part of our life such that a life without internet is hard to imagine, and our dependency on internet has risen at the same time. Accordingly, education on appropriate utilization and correct usage of internet to youths who lack self-control and judgment is very needed.

The Effect of Children's perception of parenting attitude and learned helplessness on computer game addiction (부모의 양육태도, 학습된 무기력이 컴퓨터 게임중독에 미치는 영향)

  • Kweon, Soon-Hee;Kweon, Soon-Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.59-69
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    • 2008
  • The purpose of this study was to investigate children's Perception of parenting attitude parent and learned helplessness on addictive use of computer game. The data was collected through paper-pencils surveys with 745 students who are attending the 4, 5, and 6 grade of three elementary schools. The instrument used to see how they looked at the parenting attitude of their was Ji-hyun Hwang(2006)'s Perceived Parenting Attitude Inventory, Chang-woo Song(1997)'s Learned Helplessness, and Internet Game Addiction Test by developed Korean Agency Digital Apportunity & Promotion. Statistics and methods used for the data analysis were Cronbach'a alpha, freuency, percentage, Two-Way ANOVA, Pearson's Correlation, and Regression by using SPSS WIN 12.0. The results of this study is described as follows. In this study, prevalence of computer addiction tendency and addiction is 14.3%. Male students showed highest computer addiction game than female students.

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Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM (한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로)

  • 김남희;이상철;서영호
    • Journal of Korean Society for Quality Management
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    • v.31 no.1
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    • pp.21-41
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

Preschoolers' Inclination Toward Internet-game Addictive Based on Aggression and Social Skills, Maternal Management Strategies for Peer Relations and Parenting Behaviors (유아의 인터넷 게임 중독 경향성에 따른 유아의 공격성과 사회적 기술, 어머니의 또래관계 관리전략과 양육행동의 차이)

  • Chung, Jee-Nha;Kim, Jihyun
    • Korean Journal of Human Ecology
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    • v.21 no.6
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    • pp.1029-1042
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    • 2012
  • The purpose of this study was to explore relationships between preschooler's aggression and social skills, maternal management strategies of peer relations and parenting behaviors and preschoolers' internet-game addictive inclination. Participants included seventy-seven (77) 5 to 6-year-old preschoolers (44 boys, 33 girls) and their mothers. The Aggressive Behavior Scale (Lee & Choi, 2001), the Social Skill Rating Scale (Suh, 2004), the Maternal Parenting Behaviors Scale (Rhu & Lee, 2007) and the Parental Involvement Checklist (Park, 2001) were used in this study. The Internet Game Addiction Scale (Korea Agency for Digital Opportunity and Promotion, 2006) was used to identify higher and lower addictive level of internet-game inclination. Collected data were analyzed by descriptive statistics and t-test. Major findings revealed that preschooler's social skills, maternal management strategies of peer relations and parenting behaviors showed a predictable correlation to preschooler's internet-game addictive inclination.

Internet Addiction and Life Satisfaction of Chinese Students in Korea (중국 유학생의 유학생활 만족도와 인터넷 중독에 관한 연구)

  • Fu, Wen Wen;Kim, Min Jeong
    • Korean Journal of Human Ecology
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    • v.23 no.3
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    • pp.557-569
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    • 2014
  • As the number of Chinese students in Korea has significantly increased, the problems of students' life and academic achievement has appeared obviously. Utilizing an analysis on the relationship between the life satisfaction of Chinese students in Korea and the degree of internet addiction, the purposes of this research are to improve the quality of Chinese students' life and to contribute to the growth of Chinese students in Korea. A questionnaire-type survey was conducted on 350 Chinese college students in Daegu. The results of this study are as follows: First, the used time on internet games, chat and on-line TV differs from gender, the duration of internet games and their academic performance. Second, there are significant differences by gender, Korean ability, and academic performance in the life satisfaction of Chinese students in Korea. Third, Chinese college students in Korea are more addicted in the internet than Korean or Chinese college students at their own country. Fourth, the longer playing online game, the longer watching online TV, the less communicating with the Koreans, and the less satisfying with non -study related activities, the more Chinese college students of studying in Korea are addicted in the internet.

The Impacts of Adolescent's Oiettolie Propensity on Game Addiction Behavior : Focusing on Moderating Effects of Family Stress (청소년의 은둔형 외톨이 성향이 게임중독행태에 미치는 영향 : 가족스트레스의 조절효과분석을 중심으로)

  • Kim, Hyo-Soon;Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.177-185
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    • 2014
  • The purpose of this study is to suggest some policy implications for the youth through empirical study about the moderating effects of high school students' family stress in the relationship of Oiettolie propensity and game addiction behaviors including bullies, social phobia and emotional instability. For the purpose of this study, this study established a causal model about the relationships among the research variables through review of previous studies and surveyed high school students for empirical research. The results of this study shows that Oiettolie propensity impacts on youth's game addiction and brings about game addiction behaviors like bullies, social phobia and emotional instability. Especially, this study shows that Oiettolie propensity impacts on social phobia most. Also, family stress has a moderating effects for the relationships among the variables. This study presents some policy implications for the youth.