• Title/Summary/Keyword: Internet games

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The Relationships Among Children's/Adolescents' Frequency Levels of Playing Internet Games, Motives for Playing Internet Games and Adaptation to School (아동 및 청소년의 인터넷 게임 사용수준에 따른 인터넷 게임 이용동기와 학교생활 적응)

  • Byun, Sung-Hee;Kim, Jung-Min
    • Journal of Families and Better Life
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    • v.25 no.2 s.86
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    • pp.47-58
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    • 2007
  • The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.

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

  • Park, Hyun-Sook;Kwon, Yun-Hee;Park, Kyung-Min
    • Journal of Korean Academy of Nursing
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    • v.37 no.5
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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.

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.

Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction (가정내 인터넷 게임 사용 실태와 유아의 인터넷 게임 중독 경향성)

  • Cho, Eun-Joung;Kim, Ji-Hyun
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.967-980
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    • 2010
  • This study examined preschoolers' usage of internet-games in a family context as well as their level of addiction to these games. Participants in this study were 221 mothers of preschoolers (111 boys, 110 girls) in Seoul and Gyeonggi Province. Lee's (2006) Internet-Game Addiction Scale for Preschoolers was used to assess preschoolers' level of internet-game addiction. Cho's (2010) questionnaire regarding home environment and internet-games was also administered. Data were analyzed with descriptive statistics, t-test, and ANOVA using SPSS WIN 12.0. Results were as follows: firstly, 74.7% of preschoolers were found to play internet-games. Secondly, the level of internet-game addiction was low, but boys showed higher levels of internet-game addiction than girls. Thirdly, preschoolers' level of internet-game addiction was different according to their number of siblings, time spent using internet-games, that age at which internet-games were first used as well as mother's employment status. Based on the results of this study, the danger of preschoolers' internet-game addiction and future directions of research are discussed.

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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Effects of the Prevention Program on Internet Games Addiction in Middle School Students (인터넷게임중독 예방프로그램이 중학생의 우울, 자아존중감 및 인터넷게임중독에 미치는 효과)

  • Joo, Ae-Ran;Jung, In-Kyung;Park, In-Hyae;Jeong, Young-Ju
    • Research in Community and Public Health Nursing
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    • v.17 no.3
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    • pp.354-363
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    • 2006
  • Purpose: The Purpose of this study was to determine the effect of an internet games addiction prevention program on middle school students' depression, self esteem and Internet games addiction. Methods: The internet games addiction prevention program in this study was based on the Ellis'(1962) ABC Model. This research adopted the non-equivalent control group pretest-posttest design. and was conducted with 52 middle school students who were selected through convenient sampling and assigned to an experimental group or a control group. Data were collected from January 15, 2006 to February 19, 2006, and analyzed using the SPSS/PC program by frequency, Fisher exact test, t-test, means, standard deviations and ANCOVA. Results: The results of the experiment supported the hypothesis that the experimental group would have lower depression scores and internet games addiction scores and higher self-esteem scores than the control group. Conclusions: After 8 sessions of the internet games addiction prevention program, it was found that the program was effective to improve the score of self-esteem and reduces the scores of internet games addiction and depression.

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A Study of Covert Narcissism in Adolescent Internet Addiction : Relationship to Anonymity, Presence, Interactivity, and Achievement Motivation (청소년 인터넷 중독에서의 내현적 자기애에 관한 연구 : 익명성, 실재감, 상호작용성, 성취 동기와의 연관)

  • Choi, Won-Hee;Son, Jung-Woo;Kim, Yeoung-Rang;Lee, Sang-Ick;Shin, Chul-Jin;Kim, Sie-Kyeong;Ju, Ga-Won
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.22 no.2
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    • pp.103-111
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    • 2011
  • Objectives : This study compared covert narcissistic propensity in adolescents with internet addiction tendency to normal adolescents. Further, we investigated the correlation between such propensities and anonymity in cyberspace, presence feeling and interactivity in internet gaming, and achievement motivation in adolescents with internet addiction tendencies. Methods : Male middle school students with internet addiction tendencies (Addiction Tendency Group, N=27) and normal students (Control Group, N=29) were recruited. The scale of internet use, Covert Narcissism Scale, scale of achievement motivation, scale of anonymity in cyberspace, scale of presence feeling in internet games, and the scale of interactivity in internet games were administered. A comparison of the average scores and correlation analyses were performed. Results : 1) Compared with Control Group, the Addiction Tendency Group showed significantly higher scores on all subscales of the Covert Narcissism Scale, and both the scale of presence feeling and that of interactivity in internet games. Further, the score on the scale of achievement motivation for the Addiction Tendency Group was significantly lower than that of the Control Group. 2) In the Addiction Tendency Group, the scores on several subscales of the Covert Narcissism Scale were significantly positively correlated with the scores on the scale of presence feeling in internet games, anonymity in cyberspace, and interactivity in internet games. However, in the Control Group, the scores of several subscales on the Covert Narcissism Scale were significantly negatively correlated with the score on the scale of achievement motivation, and was significantly positively correlated with the score on the scale of interactivity in internet games. There were no other significant correlations between the scores on the subscales of the Covert Narcissism Scale and the scores of either presence feeling in internet games or anonymity in cyberspace. Conclusion : These results suggested that adolescents with a tendency to be addicted to the internet exhibited higher covert narcissistic propensities than normal adolescents and that the covert narcissistic tendencies were related with presence feeling in cyber games as well as with anonymity in cyberspace.

A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.759-774
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    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

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The Variables Affecting the Internet Overuse of Adolescents - An Analysis by Gender, School Grades and School Systems - (청소년의 인터넷 과다 사용에 영향을 미치는 변인 - 청소년의 성, 학교, 계열별 분석 -)

  • Lee, Kyung-Hwa;Ryu, Kyung-Hee
    • Journal of Korean Home Economics Education Association
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    • v.23 no.2
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    • pp.71-87
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    • 2011
  • In this study, we investigate the individual-, parents-, and family-related variables affecting the internet overuse of adolescents by the gender, school grades and school systems, which is based on surveys of 480 students in the middle and high school, employing multiple regression analysis. Major findings are as follows. 1. In the case of male students, internet use was higher when the students are playing online games more often, when the students are under stress, or when they have lower self control. In the case of female students, internet use was higher when the students are playing online games more often or when the students are visiting pornographic sites more often. 2. In the case of middle school students, internet use was higher when the students play online games more often, when they use file downloads more often, when they have lower self control, or when they have parents who are setting lesser rules on the students' internet use. In the case of high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they have lower self control, when they use e-mails less frequently, when they have fathers with better internet ability, or when they are under parents' strict control. 3. In the case of academic high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they visit pornographic sites more often, when they have lower self control, when they have mothers with poor internet ability, when they use e-mails less frequently, or when they have fewer number of close friends. In the cases of vocational high school students, internet use was higher when they play online games more often, when they are under more stress, when they get better grades, when they have fathers with better internet ability, when they are under parents' strict control, or when they have lower self control.

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