• 제목/요약/키워드: Internet gaming

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A Study on the Effects of Mobile Messenger on the Effect of Youth on Teenagers

  • Seo, Gang-Hun
    • 한국컴퓨터정보학회논문지
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    • 제22권4호
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    • pp.91-97
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    • 2017
  • In this paper, we propose a Recently, the use of Smart phones surge in youth the youth are becoming a big addiction social problems Mobile Messenger. The prevalence of Smart phones is Mobile Messenger, access time, spatial constraints for assured. As a result, pc room, with a focus on traditional Internet addiction is to be reduced, whereas with a focus on Mobile Messenger Smartphone addiction level is rapidly on the rise. Korea information agency of Internet addiction and mobile addiction risk appeared to be well over 10 percent of the rate of 35% is gaming and mobile addiction unfolds exemplifies the seriousness of Messenger. Addiction is the individual's psychosocial problems such as negative consequences can result, causing the addiction, because it is necessary for an understanding of the mechanism. In this study, Mobile Messenger, the leading factors affecting the addiction said. Mobile Messenger is a major factor causing the addiction habit and consider the user's satisfaction. And social relations and the formation of plougastel Wu Mobile Messenger and its impact on the cause of addiction.

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

  • 오은정;최삼욱;이해국;박장호;안준호;최지은;방수영
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제25권3호
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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.

Internet Addiction and Attention-Deficit/Hyperactivity Disorder Traits among Female College Students in Japan

  • Tateno, Masaru;Tateno, Yukie;Kamikobe, Chikara;Monden, Ryunosuke;Sakaoka, Oji;Kanazawa, Junichiro;Kato, Takahiro A.;Saito, Takuya
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제29권3호
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    • pp.144-148
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    • 2018
  • Objectives: Previous studies have reported that internet addiction (IA) is associated with attention-deficit/hyperactivity disorder (ADHD) consistently. However, in terms of gender, there are controversial findings. We aimed to investigate the relation between IA and self-acknowledged ADHD traits among female college students in Japan. Methods: The study questionnaire consisted of questions about demographics, Adult ADHD Self-Report Scale-V1.1 Part A (ADHD screener) and Young's Internet Addiction Test (IAT). When four or more items are more frequent than the cut-off on ADHD screener, the subject was categorized into students with a positive ADHD screen. We defined students with total IAT score of 70 and higher as IA. Results: A total number of respondents was 369 (mean age: $19.0{\pm}0.7years$). Seventy-seven subjects were screened positive on ADHD screener (20.9%). Students with a positive ADHD screen scored significantly higher on the IAT ($54.2{\pm}14.2$ vs. $42.5{\pm}11.3$). The rates of IA in students with and without a positive ADHD screen were 18.2% and 1.0%, respectively. Conclusion: Results of this study demonstrated the relation between IA and self-evaluated ADHD traits among female college students in Japan. Appropriate education for students on how to use the internet properly will be necessary to prevent IA.

The OAuth 2.0 Web Authorization Protocol for the Internet Addiction Bioinformatics (IABio) Database

  • Choi, Jeongseok;Kim, Jaekwon;Lee, Dong Kyun;Jang, Kwang Soo;Kim, Dai-Jin;Choi, In Young
    • Genomics & Informatics
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    • 제14권1호
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    • pp.20-28
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    • 2016
  • Internet addiction (IA) has become a widespread and problematic phenomenon as smart devices pervade society. Moreover, internet gaming disorder leads to increases in social expenditures for both individuals and nations alike. Although the prevention and treatment of IA are getting more important, the diagnosis of IA remains problematic. Understanding the neurobiological mechanism of behavioral addictions is essential for the development of specific and effective treatments. Although there are many databases related to other addictions, a database for IA has not been developed yet. In addition, bioinformatics databases, especially genetic databases, require a high level of security and should be designed based on medical information standards. In this respect, our study proposes the OAuth standard protocol for database access authorization. The proposed IA Bioinformatics (IABio) database system is based on internet user authentication, which is a guideline for medical information standards, and uses OAuth 2.0 for access control technology. This study designed and developed the system requirements and configuration. The OAuth 2.0 protocol is expected to establish the security of personal medical information and be applied to genomic research on IA.

중학생의 부모애착과 학교생활 스트레스가 인터넷 게임중독에 미치는 영향 (The influence of the attachment of parents and the stress of school life middle-school students to the Internet game addiction)

  • 윤성일;안홍선;오석원
    • 디지털융복합연구
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    • 제10권7호
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    • pp.221-227
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    • 2012
  • 본 연구는 중학생의 부모애착과 학교생활 스트레스 변인들이 어떠한 관계에 있으며, 자아존중감은 청소년의 인터넷게임 중독에 어떠한 영향을 미치는가를 밝히는데 목적을 두었다. 연구결과 성별에 해당되는 카이제곱 통계량 값이 9.347로 남학생이 여학생보다 인터넷게임 중독의 위험군에 많이 포함되었으며, 자아존중감과 인터넷게임 중독의 관계에서 크러스칼-왈리스 검정통계량 값이 3.868로 자아존중감이 부적상관을 보였다. 또 학교생활 스트레스와 인터넷 게임중독은 크러스칼-왈리스 검정통계량 값이 각각 7.763, 3.819로 정적상관으로 나타났다. 따라서 자존감, 친구관계, 교사관계를 더욱 강화하는 지지 프로그램을 개발, 배포하는 일에 더욱 힘써야 하는 정책적 함의 및 제언을 하였음에 그 의의가 있다.

남자 청소년의 ADHD성향과 삶의 만족 간의 관계: 대인관계 형성과 인터넷 게임중독의 매개효과를 중심으로 (The Relationship between Male Adolescents' ADHD Traits and Life Satisfaction: Focused on Mediating Effect of Interpersonal Initiation and Internet Game Addiction)

  • 정성진
    • 한국콘텐츠학회논문지
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    • 제22권3호
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    • pp.212-221
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    • 2022
  • 이 연구의 목적은 남자 청소년의 ADHD성향과 인터넷 게임중독 간의 관계를 확인하고, 그 관계를 대인관계 형성과 인터넷 게임중독이 매개하는지를 검증하는 것이다. 연구대상자는 남자 중·고등학생 285명이었다. 이 연구를 위해 세계보건기구의 자기보고식 ADHD척도, 대인관계 유능성 척도, 인터넷게임중독선별검사 및 삶의 만족 척도를 사용하였다. 병렬적 이중 매개효과는 PROCESS Macro 3.5 모형 4로 분석하였다. 분석 결과, 남자 청소년의 ADHD성향은 대인관계 형성 및 삶의 만족과 각각 부적 상관이 있었으며, 인터넷 게임중독과는 정적 상관이 있었다. 남자 청소년의 대인관계 형성은 삶의 만족과는 정적 상관이 있었고, 인터넷 게임중독은 삶의 만족과 부적 상관이 있었다. 또한 남자 청소년의 ADHD성향과 삶의 만족 간의 관계를 대인관계 형성과 인터넷 게임중독이 이중으로 매개하는 것으로 나타났다. 본 연구의 결과는 ADHD성향이 강한 남자 청소년의 삶의 만족 수준을 향상하기 위해서 대인관계 형성과 인터넷 게임중독에 개입할 필요가 있음을 시사한다.

소셜 네트워크 사이트에서 온라인 관계를 통한 지식공헌: 개인관계이론 관점 (Knowledge Contribution through online Relationship in Social Network Site: Personal Relationship Theory Perspective)

  • 정남호;한희정;구철모
    • 지식경영연구
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    • 제12권5호
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    • pp.25-40
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    • 2011
  • Today, Internet users start off using heavily SNS(Social Network Site) such like, Facebook, Twitter. The reason of the growth of using SNS would be closely related to the various services of gaming, playing, entertainment items, sharing information etc., provided by the SNS, technically, the most important one out of the services provided would be behaving of sharing knowledge among people who connected and networked in the site. In sum, we assume that the users may communicate well each other and pay attention to build closely a social network using that kind of activities. However, nevertheless the new trends of communications and sharing knowledge become popular, researchers have just began the research issues in explaining why Internet user rush into SNS and enjoy the time in there. Therefore, we investigate on the reasons of posting knowledge voluntarily in the SNS and how others response to the posted information and actually affected by the behavior. We appled personal relation and social identity theory for this study, which personal relation in SNS may affect on social identity and make them produce knowledge generation. We found that social identity and involvement in SNS is closely related and influence knowledge creation and generation. This empirical study resulted in the importance of social relations in SNS, which leads to a sharing knowledge.

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소셜 네트워킹 사이트에서 네트워크 외부성이 지식공유 의도에 미치는 영향: 사회적 자본과 온라인 정체성 관점 (An Effects of Network Externalities for Knowledge Sharing Intention in Social Networking Sites: Social Capital and Online Identity Perspective)

  • 이정민;정남호
    • 지식경영연구
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    • 제13권3호
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    • pp.1-16
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    • 2012
  • Nowadays, many first-time Internet users start off heavily using SNSs (Social Network Sites), such as Cyworld, Facebook, and Twitter. The reason for the growth of SNS use is closely related to the various services of gaming, playing, using entertainment items, sharing knowledge etc., provided by the SNS; technically, the most important of the services provided would be the behavior of sharing knowledge among people connected and networked in the site. In sum, we assume that the users may communicate well with each other and pay attention to building a close social network using the abovementioned activities. However, researchers have just begun to focus on the issues explaining why Internet users rush into SNSs and enjoy their time there. Therefore, we investigated the reasons for posting and sharing knowledge voluntarily on the SNS and how others respond to the posted knowledge and are actually affected by the behavior. We applied social identity theory and social capital theory in this study to find which network externalities in SNSs may affect online identity-based attachment and cause them to produce a knowledge sharing generation. We found that people's online identity in SNSs is closely related to and influences knowledge sharing. This empirical study resulted in the importance of social relations in SNSs, which leads to sharing knowledge.

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An Overview of Mobile Edge Computing: Architecture, Technology and Direction

  • Rasheed, Arslan;Chong, Peter Han Joo;Ho, Ivan Wang-Hei;Li, Xue Jun;Liu, William
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권10호
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    • pp.4849-4864
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    • 2019
  • Modern applications such as augmented reality, connected vehicles, video streaming and gaming have stringent requirements on latency, bandwidth and computation resources. The explosion in data generation by mobile devices has further exacerbated the situation. Mobile Edge Computing (MEC) is a recent addition to the edge computing paradigm that amalgamates the cloud computing capabilities with cellular communications. The concept of MEC is to relocate the cloud capabilities to the edge of the network for yielding ultra-low latency, high computation, high bandwidth, low burden on the core network, enhanced quality of experience (QoE), and efficient resource utilization. In this paper, we provide a comprehensive overview on different traits of MEC including its use cases, architecture, computation offloading, security, economic aspects, research challenges, and potential future directions.

A Signal Subspace Interference Alignment Scheme with Sum Rate Maximization and Altruistic-Egoistic Bayesian Gaming

  • Peng, Shixin;Liu, Yingzhuang;Chen, Hua;Kong, Zhengmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권6호
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    • pp.1926-1945
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    • 2014
  • In this paper, we propose a distributed signal subspace interference alignment algorithm for single beam K-user ($3K{\geq}$) MIMO interference channel based on sum rate maximization and game theory. A framework of game theory is provided to study relationship between interference signal subspace and altruistic-egoistic bayesian game cost function. We demonstrate that the asymptotic interference alignment under proposed scheme can be realized through a numerical algorithm using local channel state information at transmitters and receivers. Simulation results show that the proposed scheme can achieve the total degrees of freedom that is equivalent to the Cadambe-Jafar interference alignment algorithms with perfect channel state information. Furthermore, proposed scheme can effectively minimize leakage interference in desired signal subspace at each receiver and obtain a moderate average sum rate performance compared with several existing interference alignment schemes.