• 제목/요약/키워드: Internet games

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

  • 변성희;김정민
    • 가정과삶의질연구
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    • 제25권2호
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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.

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.

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

  • 전종수
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.99-108
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    • 2014
  • 본 논문은 국내에서 실시되고 있는 인터넷게임 셧다운제의 효과성에 대한 분석을 한다. 청소년보호를 목적으로 정부(문화체육관광부와 여성가족부)에 의하여 실시되고 있는 선택적 셧다운제와 강제적 셧다운제의 효과성을 검증하는 데 중점을 둔다. 분석 결과 인터넷게임과 게임중독간의 원인관계를 명확히 증명하기 어렵다. 또한 인터넷게임 셧다운제 정책만으로는 인터넷게임 중독을 예방할 수 없음을 밝힌다. 이를 기반으로 하여 청소년들의 인터넷게임 중독예방을 위한 다양한 정책을 제언한다.

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

  • 조은정;김지현
    • 한국생활과학회지
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    • 제19권6호
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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.

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

  • 양미경;오원옥
    • Child Health Nursing Research
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    • 제13권3호
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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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인터넷게임중독 예방프로그램이 중학생의 우울, 자아존중감 및 인터넷게임중독에 미치는 효과 (Effects of the Prevention Program on Internet Games Addiction in Middle School Students)

  • 주애란;정인경;박인혜;정영주
    • 지역사회간호학회지
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    • 제17권3호
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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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청소년 인터넷 중독에서의 내현적 자기애에 관한 연구 : 익명성, 실재감, 상호작용성, 성취 동기와의 연관 (A Study of Covert Narcissism in Adolescent Internet Addiction : Relationship to Anonymity, Presence, Interactivity, and Achievement Motivation)

  • 최원희;손정우;김영랑;이상익;신철진;김시경;주가원
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제22권2호
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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.

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

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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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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인터넷 게임을 기반으로 한 교육모텔 제시 (The Suggestion of Educational Model Based on Internet Games)

  • 김종훈;김우경
    • 한국컴퓨터산업학회논문지
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    • 제2권6호
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    • pp.759-774
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    • 2001
  • 본 연구에서는 인터넷 게임을 통한 학습의 이론적 면모를 살펴보고 인터넷 게임과 관련하여 여러 장르(어드벤처 게임, 시뮬레이션 게임을 중심으로)의 게임의 교육적 특성과 네트워크 요소에 기인한 상호 작용적 특성을 협동학습을 중심으로 살펴보았다. 또한 각종 인터넷 게임을 통한 교육모델을 제시해 보았는데, 이는 게임의 교육적 특징별로 각각의 단계에 맞춰 네트워크 게임을 통한 학습을 실현 할 수 있는 구체적 모델이라 할 수 있다.

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

  • 이경화;류경희
    • 한국가정과교육학회지
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    • 제23권2호
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    • pp.71-87
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    • 2011
  • 본 연구에서는 성별, 학교급별, 계열별로 청소년의 인터넷 과다 사용에 영향을 미치는 개인, 부모 및 가족관련 변인을 파악하였다. 창원시 소재 청소년들을 대상으로 설문조사를 실시하여 총 480부가 분석에 사용되었다. 자료분석 방법으로는 중다회귀 분석을 사용하였다. 연구결과는 다음과 같다. 1. 남학생 집단은 채팅과 온라인 게임을 많이 할수록, 자기통제력이 적을수록, 스트레스를 많이 받을수록 인터넷 사용이 많았고, 여학생 집단은 온라인 게임과 음란물 또는 성인관련 사이트를 많이 접할수록 인터넷 사용이 많았다. 2 중학생 집단은 온라인 게임과 프로그램 및 MP3파일 다운로드를 많이 할수록, 자가통제력과 부모의 규칙설정이 적을수록 인터넷 사용이 많았고, 고등학생 집단은 전자우편을 적게 사용할수록, 온라인 게임과 동호회/클럽활동을 많이 할수록, 자기통제력이 적을수록, 부의 인터넷 사용능력이 높을수록, 부모의 감독통제가 많을수록 인터넷 사용이 많았다. 3 인문계 고등학생 집단은 친한 친구 수가 적을수록, 전자우편을 적게 사용할수록, 온라인 게임과 동호회/클럽활동을 많이 할수록, 음란물 또는 성인관련 사이트를 많이 접할수록, 자기통제력과 모의 인터넷 사용능력이 적을수록 인터넷 사용이 많았고, 실업계 고등학생 집단은 학교성적이 높을수록, 온라인 게임을 많이 할수록, 자기통제력이 적을수록, 스트레스를 많이 받을수록, 부의 인터넷 사용능력과 부모의 감독통제가 높을수록 인터넷 사용이 많아지는 것으로 나타났다.

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