• Title/Summary/Keyword: Online Game Addiction

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Convergence study to improve a game regulation for youth (청소년 게임 규제 정책 개선을 위한 융합적 연구)

  • Kim, Yu-Na;Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.59-67
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    • 2015
  • As online game addiction of youth becomes a serious social problem, various regulations restricting their game play have been introduced. However, it is considered that forced shut-down, selective shut-down, and other regulations have no effect, and theoretical debates about the necessity of regulations also continue. Therefore, this study theoretically re-examines the necessity of youth game regulations by the discussion on domestic and international policy trends and existing research. In order to confirm empirical evidence of the effectiveness of regulations, this study compares and analyses the change of youth's game play time and patterns before and after the regulations. According to the results, the effect of the regulations is inadequate so this study proposes reasonable improvement ways of them through convergent approach including legal, political, and technological perspective.

Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.

Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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Development and Application of the Improved Standard based on Ethics of Information for Online Game Addiction Test of Elementary School Students (초등학생 온라인 게임 중독 검사를 위한 정보 윤리학 기반의 개선된 척도 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.117-123
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    • 2010
  • 시대의 흐름에 따라 온라인 게임 중독 증상을 보이는 초등학생의 수가 증가하고 있다. 또한 온라인 게임 과몰입 청소년은 학교 및 일상생활에 많은 문제를 보이고 있으므로, 적절한 검사를 통해 가려내어 교육 및 치료를 꼭 해야 할 것이다. 이에 따라 본 연구에서는 본 논문에서는 정보 윤리학을 기반으로 온라인 게임 중독 초등학생을 유형별로 가려내기 위해, 보다 개선된 척도의 개발과 적용을 다루고 있다. 본 모형의 장점은 다음과 같다. 첫째, 기존 척도에 비해 검사 문항별 관련 도덕 항목을 구체적으로 제시하여 검사 후 교육에 도움을 줄 수 있다. 둘째, 기존 척도에 비해 항목을 보다 구체적으로 제시하여 정확한 검사가 이루어질 수 있도록 하였다. 개선된 검사도구로 실제로 측정해 본 결과, 서울 S초등학교 5학년 학생 중 고위험 사용자는 12%이며, 대부분의 학생들이 일반 또는 저위험 사용자에 속하는 결과를 알 수 있다.

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A Study on the Types of Online Game Addiction (온라인 게임 중독의 유형에 관한 연구)

  • Kim, Min-Gyu;Kim, Joo-Han
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.620-625
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    • 2007
  • 온라인 게임 중독과 관련된 요인들에 대한 많은 연구가 이루어졌으나 온라인 게임 중독의 원인과 결과를 단편적으로 다루는 연구가 대부분이며, 온라인 게임 중독의 유형 자체에 대한 연구는 온라인 게임 중독과 관련된 요인에 대한 연구에 비해 미약한 실정이다. 이러한 맥락에서 본 연구의 목적은 온라인 게임 중독의 유형과 성향을 고찰하는 것이다. 본 연구는 온라인 게임에는 중독을 유발시키는 여러 요인이 존재하므로, 온라인 게임 중독에는 다양한 유형이 있을 것으로 보았다. 이를 위해 본 연구에서는 온라인 게임에 대한 중독을 측정하는 19개의 문항들에 대해 6개의 온라인 게임 중독 유형으로 분류하였고, 이러한 6개의 유형이 다시 2개의 성향으로 묶일 수 있음을 확인적 요인분석을 통해 검증하였다.

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A Study on Schemes to Case Analysis and Cope with Online Game Crimes (온라인 게임범죄의 사례분석과 대응방안)

  • Yoo Yong-Bong
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.85-97
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    • 2006
  • Schemes to case analysis and cope with on-line game crimes net supervision system, a real name confirmation process, and a self-examination system to check by themselves if they are addicted to on-line games with a view to prevent the addiction. In addition, this study found that general precuations should comprise measures to change the awareness of the users of the internet and to establish their ethical senses because most on-line garners are not aware that their actions are a crime and believe their crimes are not disclosed to the outsiders.

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Augmented Reality in Children's Literature

  • Kim, Ilgu
    • English & American cultural studies
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    • v.14 no.2
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    • pp.77-96
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    • 2014
  • As the cyberspace several decades ago created a cyber fiction fever, the augmented reality as the future of imagination can generate another kind of literary genre and new social ambiance where books tend to come to life more realistically. This newly created "smart fiction," "smart movies," and "smart environment" will be full of fun, hopes and conveniences. But addiction to smart kinds will create unwanted dangerous plethora like ghost-like avatars, wild animals and Farid due to the limitations of human control over hi-technology. If so, the adventures we plan to take will turn fantasy into horror in no time. Instead of loving new scientific things blindly, the emphasis hereafter must be put rather on the potentially negative aftermaths of the new innovative technology. Some viewers after watching the film Avatar are still suffering from the syndrome called "avatar blues," a homesick for Pandora. After their experiencing of the experimental 3D effects in books and media, audience and readers are required to actively deal with the increased lack of the darker cave which the comparatively unsatisfactory present can never fill with fixity and limit. Like the prevention against the addictive online game or the manual of 3D television or 3D printer, the extreme off-limits and safety zone for this virtually and expendably subverting technology must be seriously reviewed by community before using and adopting it. Also, these technologically expanded and augmented environments must be prudently criticized by the in-depth study of literature just as cyber space begun by Gibson's cyber fiction and its criticism.

VDT Syndrome according to the Types of Computer Use Among Elementary Students (초등학생의 컴퓨터 사용행태에 따른 VDT증후군)

  • Kim, So-Won
    • Journal of Korean Public Health Nursing
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    • v.19 no.2
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    • pp.359-370
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    • 2005
  • The purpose of this study is to provide basic data for prevention of VDT syndrome by confirming VDT syndrome according to the type of computer use. The subjects recruited for the research were 518 students who were in the 4, 5, 6 grades from 5 schools in Seoul. The data were collected during the period from October 8 through October 18, 2004. The results were as follows; 1. The mean value of the VDT syndrome was 1.55 (SD=.52) for the 5th graders. 2. The degrees of VDT syndrome according to the characteristics of the subjects shows higher scores for the 5th and 6th graders, boys, students with more than 4 online friends, students with a low degree of school life satisfaction, and for students with parents who had a negative attitude for their children. 3. The degree of VDT syndrome according to the type of computer use showed higher scores when the students used computers for game more than for study, more than 11 hours in a week, more than 2 hours at one time, not having any rest, in dark places, with the monitor less than 40 an distance from the eyes, sitting with their legs crossed and when the keyboard was in a higher position than their elbows. The internet absorbed group showed higher scores than the unabsorbed group. 4. There was positive correlation between the hours of computer use and VDT syndrome. Also, internet addiction and VDT syndrome had positive correlation. Therefore, each home and society needs to pay consistent attention to correct computer use by their students. Especially, schools will have to educate about computer utilization and VDT syndrome.

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