• 제목/요약/키워드: Internet gaming disorder

검색결과 15건 처리시간 0.024초

청소년들의 학교따돌림 피해 위험과 인터넷게임장애 위험의 연관성: 성별차이 중심으로 (The Relationship between Risk of School Bullying Victimization and Risk of Internet Gaming Disorder in Adolescents: Focusing on Gender Differences)

  • 한현호;임현우;조선진;정현숙;김은진;손혜정
    • 한국학교보건학회지
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    • 제31권2호
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    • pp.79-87
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between the risk of school bullying victimization and the risk of Internet gaming disorder according to gender in adolescents. Methods: The data of 1,920 middle school students collected at the baseline of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study were analyzed. For statistical analysis, $x^2$ test, t-test and stratified multiple logistic regression analysis were conducted using SAS 9.4. Results: The prevalence rate of Internet gaming disorder of middle school boys was greater than that of girls (Boys: 9.9%, Girls: 6.2%). The greater the risk of school bullying victimization, the greater both the risk of Internet gaming disorder and the average daily time spent on Internet gaming. In girls, the relationship between the experience of being bullied in school and Internet gaming disorder was not statistically significant. However, the boys who had been bullied in school were 3.2 times more vulnerable to the risk of Internet gaming disorder than those without such experience (95% CI: 1.135-8.779). Conclusions: When considering interventions for Internet gaming disorder for adolescents, bullying victimization should be taken into account as well. Particularly, relieving stress related to bullying victimization can be important for boys with Internet gaming disorder.

대학생의 지각된 스트레스가 인터넷게임장애에 미치는 영향과 생활습관: 사회적 지지의 매개효과를 중심으로 (Effects of Perceived Stress of University Students on Internet Gaming Disorder and Lifestyle: Focusing on Mediating Effects of Social Support)

  • 서보경;성명희
    • 한국콘텐츠학회논문지
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    • 제20권7호
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    • pp.653-664
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    • 2020
  • 본 연구는 대학생의 인터넷게임장애 실태를 파악하고, 지각된 스트레스, 사회적지지, 생활습관과 인터넷게임장애의 관계, 그리고 지각된 스트레스와 인터넷게임장애의 관계에서 사회적 지지의 매개 효과를 파악하고자 하였다. 경기지역에 위치한 4년제 대학생 1,154명을 설문조사하여 분석한 주요 결과는 다음과 같다. 첫째, 대학생의 인터넷게임장애 비율은 14.0%로 높게 나타났다. 둘째, 지각된 스트레스는 인터넷게임장애와 정적상관을 보여, 대학생들이 스트레스 사건을 부정적으로 지각할수록, 긍정적 지각이 부족할수록 인터넷게임장애 정도가 높은 것으로 나타났다. 셋째, 사회적 지지는 스트레스 및 인터넷게임장애와는 부적 상관을 보였다. 부모, 친구, 주요한 타인의 지지가 각각 높을수록 지각된 스트레스는 낮았으며, 인터넷게임장애도 낮았다. 넷째, 사회적 지지는 지각된 스트레스와 인터넷게임장애의 관계를 부분 매개하였다. 스트레스를 부정적으로 지각하더라도 사회적 지지가 높을 때에는 인터넷게임장애의 정도가 낮았다. 다섯째, 대학생의 생활습관 중에서 알코올중독의심 비율이 인터넷게임장애군에서 비장애군보다 더 높은 경향성을 보였다. 끝으로, 연구결과와 대학생 인터넷게임장애 예방을 위한 방안을 논의하였다.

The effect of gaming disorder on suicidality: Focusing on the mediating effect of social support and self-esteem

  • CHO, Hyunseob;HWANG, Yoobin;SEO, Bo-Kyung
    • 식품보건융합연구
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    • 제8권2호
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    • pp.27-34
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    • 2022
  • The purpose of this study is to find out the role of social support and self-esteem in the relationship between gaming disorder and suicidality of college students. A survey and analysis were conducted on 1,154 students in a four-year university in Gyeonggi-do of Korea. With analysis of the Internet Gaming disorder scale, 162 people (14%) were subjected to gaming disorder and 992 (86%) were non-gaming disorder. The hypothesis of this study was verified as follows. First, college students with gaming disorder have higher suicidality and lower social support and self-esteem than those with non-gaming disorder. Second, gaming disorder of college students have a positive correlation with suicidality, while gaming disorder will have a negative correlation with social support and self-esteem. Third, social support and self-esteem mediate the relationship between gaming disorder and suicidality of college students. These results show that social support and self-esteem can act as protective factors. The results are very meaningful in that they have verified the high risk of suicidality of college students with gaming disorder. It is suggested, when college students show signs of Internet gaming addiction, a more active prevention for suicidality should be considered as they can become a suicidal high risk group.

소아청소년의 게임장애와 중독 (Gaming Disorder and Addiction in Children and Adolescents)

  • 이주엽
    • 대한융합한의학회지
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    • 제5권1호
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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매개 모형을 통하여 고찰한 우울과 주의력결핍 과잉행동장애, 인터넷 게임장애 사이의 관계 (The Relationship between Depression, Attention Deficit/Hyperactivity Disorder, and Internet Gaming Disorder Through Mediation Model)

  • 이선규;김대진;조현
    • 생물정신의학
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    • 제26권2호
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    • pp.59-64
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    • 2019
  • Objectives Internet gaming disorder (IGD) is associated with attention deficit/hyperactivity disorder (ADHD) or depression etc. We tried to examine the mediating effects of depression in the relationship between ADHD and IGD. Methods This study was conducted on 2000 people who participated in on-line survey among 14-39 year-old men and women in 2017. And we clarified the relationship among IGD, ADHD, and depression and tested the mediation model. The mean and standard deviation of the main variables were calculated and correlation analysis was performed to confirm the relationship among the main variables. In order to test the mediating effect of depression on the relationship between ADHD and IGD, the structural equation model was implemented using AMOS 21 (IBM). Results There were significant correlations among the variables; IGD, ADHD and depression. Depression had a mediating effect 0.23 (95% confidence interval : 0.17-0.28) in the relationship between IGD and ADHD. Conclusions This study showed that depression can mediate ADHD and IGD. Therefore, the evaluation and management of depression and ADHD should be included in the diagnosis and treatment of IGD.

임상환자를 대상으로 한 인터넷 게임장애의 치료방법 고찰 (Internet Gaming Disorder Treatment Options in the Hospital Setting)

  • 박정하;현기정;손지현;이영식
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제26권2호
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    • pp.75-85
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    • 2015
  • Internet gaming disorder (IGD), one of the common subtypes of internet addiction, is now classified in Section 3 of DSM-5 and is increasingly regarded as a growing health concern in many parts of the world. Consequently, many psychotherapeutic and psychopharmacological approaches have been considered and some research regarding therapeutic strategies has been conducted. However, treatment of IGD is in its early stages and therefore is not yet well established. This article reviews multiple therapeutic modalities including our own treatment model for IGD according to clinical and biological effects, thus providing suggestions for standard treatment strategies. The two main streams are psychopharmacological treatment and cognitive-behavior treatment, and the cognitive-behavior approach includes cognitive reconstruction, psychoeducation, and parenting coach. Many other non-pharmacological treatments are also recommended for personalized treatment of IGD.

인터넷게임장애 환자들의 내재동기 저하와 기본심리욕구의 관련성 (The Relationship between Low Intrinsic Motivation and Basic Psychological Need in Internet Gaming Disorder)

  • 김민경;정영훈;신유빈;김병훈;김은주;김재진
    • 생물정신의학
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    • 제24권2호
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    • pp.52-58
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    • 2017
  • Due to the increasing use of the internet, various social problems have been emerging, and one of them is internet gaming disorder (IGD). The purpose of this study was to investigate whether low internal motivation was present in IGD and basic psychological needs affected internal motivation. Twenty-one individuals with IGD and 21 healthy controls performed a 'motivation task' in which the avatar in virtual reality asked whether they would accept an activity in two conditions stimulating intrinsic or extrinsic motivation. The task performance was compared between the two groups, and was correlated with the Basic Psychological Needs Scale scores. Patients had a significantly lower acceptance rate of the proposal in the intrinsic motivation condition than controls, and this intrinsic motivated tendency was correlated with the satisfaction in their basic psychological needs. As with other substance use disorders, IGD was associated with a lower level of internal motivation, which was related to the dissatisfaction of basic psychological needs such as autonomy, competence, and relationship.

한국 성인남녀에서 스트레스와 세로토닌 전달체(5-HTTLPR) 유전자 변이가 인터넷 게임장애(IGD)에 미치는 영향 (Effect of Stress and Serotonin-Transporter-Linked Polymorphic Region Variants on Internet Gaming Disorder in Korean Adults)

  • 홍형숙;정조은;조현;곽수민;최미란;최정석;최삼욱;김대진
    • 생물정신의학
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    • 제25권3호
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    • pp.79-87
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    • 2018
  • Objectives Internet gaming disorder (IGD) is known to be related to stress and the serotonin-transporter-linked polymorphic region (5-HTTLPR) that is known to be associated with stress and has been studied to affect various psychiatric illness outbreaks. We tried to examine the relationship between stress, 5-HTTLPR and IGD. Methods A total of 59 participants with IGD, diagnosed according to the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria and 67 normal controls (NC) were enrolled. The IGD group and the NC were compared using chisquare test and independent sample t-test, and logistic regression analysis was used to examine the relationship between stress, the 5-HTTLPR, and IGD. Results The mean scores for anxiety, impulsivity and stress were significantly higher in the IGD group than in the NC. In addition, there was a significant association between stress and IGD [odds ratio (OR) = 1.172, 95% confidence interval (CI) = 1.008-1.362]. Conclusions This study showed that stress would affect IGD. Therefore, the evaluation and management of stress should be included in the diagnosis and treatment of IGD.

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확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가? (Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency?)

  • 이수진;전용준;채한
    • 한국콘텐츠학회논문지
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    • 제22권6호
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    • pp.439-452
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    • 2022
  • 본 연구에서는 확률형 아이템과 게임 과몰입과의 관련성을 살펴보기 위해, 확률형 아이템을 성능 확률형과 치장 확률형, 그리고 비확률형 아이템을 사용하는 세 집단으로 구분 후, 집단간 게임 과몰입을 포함한 변인들의 차이를 살펴보고, 게임 과몰입에 영향을 미치는 인구통계학적, 심리사회적 변인이 무엇인지 탐색하고자 하였다. 이를 위해 게임 이용률이 가장 높은 20대를 대상(N=413)으로 인구통계학적 변인(연령, 성별), 게임 과몰입, 게임시간, 게임이용비용, 확률형아이템이용비용(이하 확률형이용비용)을 측정하고, 심리사회적 변인은 기질 및 성격, 인지정서조절, 스트레스를 Cloninger의 기질 및 성격 검사, 인지적 정서조절전략 척도, 일상생활 스트레스 척도를 사용하여 각각 측정하였다. 연구 결과, 첫째, 게이머의 2/3가 확률형 아이템 게임을 즐기는 것으로 나타났으며, 여자의 비율이 남자의 비율보다 높은 것으로 나타났다. 둘째, 아이템 유형에 따라 구분한 세 집단 간에는 게임 과몰입, 게임시간, 게임이용비용, 확률형이용비용에서 유의미한 차이가 관찰되었다. 셋째, 게임 과몰입에 영향을 미치는 변인은 게임이용비용, 게임시간, 부적응적 인지정서조절, 스트레스, 자극추구 기질과 연대감 성격으로 나타났다. 게임 과몰입을 위한 적절한 개입으로서, 게임시간, 지출비용, 정서조절과 스트레스 관리의 중요성을 확인하였고, 본 연구 결과의 일반화를 위한 후속 연구에 대해 논의하였다.

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.