• 제목/요약/키워드: Online Game Addiction

검색결과 50건 처리시간 0.031초

온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향 (Effects of online game addiction on impulsive crime through Self-control)

  • 이지엽;권두순
    • 디지털산업정보학회논문지
    • /
    • 제13권1호
    • /
    • pp.135-145
    • /
    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향 (The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game)

  • 이상철;김남희;문재영;서영호
    • Asia pacific journal of information systems
    • /
    • 제13권4호
    • /
    • pp.207-227
    • /
    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구 (The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning)

  • 백성현;김수환;한선관
    • 정보교육학회논문지
    • /
    • 제13권4호
    • /
    • pp.471-478
    • /
    • 2009
  • 본 연구에서는 게임중독 문제를 가진 학생들에게 게임 프로그래밍 교육을 투입하여 게임중독증을 개선하고자 하였다. 우선 현재 학생들이 좋아하는 게임을 분석하고, 게임 프로그래밍 툴에서 정보교육과 관련된 요소를 추출하였다. 추출된 요소들을 바탕으로 실제적인 교수학습지도안을 구성하였다. 게임 프로그래밍 개발 프로젝트를 학생들에게 1년간 적용 후 도출된 결과는 다음과 같다. 첫째, 게임중독 척도검사를 사전 사후 T검정한 결과 학생들의 게임중독 성향이 낮아짐을 확인하였다. 둘째, 근거이론에 따른 분석 결과, 게임 프로그래밍을 위한 노력이 게임이용 시간을 감소시키고 통제력을 형성하여 일상 기능을 회복하게 하는 긍정적 결과를 가져왔다. 결론적으로 게임 프로그래밍 개발 프로젝트는 학생들의 게임중독증을 개선시키는데 많은 도움을 줄 수 있었다.

  • PDF

청소년의 온라인 게임중독과 비행 간의 관계 : 우울과 불안의 조절효과 검증 (Online Game Addiction and Adolescent's Delinquency: Verification of the Moderating Effect of Depression and Anxiety)

  • 고미나
    • 수산해양교육연구
    • /
    • 제27권3호
    • /
    • pp.644-655
    • /
    • 2015
  • This study was planned to examine the moderating effects of depression and anxiety and the relationship between online game addiction and adolescents' delinquency. Data were collected from children and youth's mental health advocacy research by National Youth Policy Institute. The subjects were 409 adolescents aged between 14 and 18. Correlational analysis and hierarchical regression analysis were conducted to test research hypotheses. Results of this study were as follows: first, online game addiction had a significant positive relations with adolescents' delinquency. Second, depression and anxiety were significant positive relations with each other. And depression and anxiety were significant positive relations with adolescents' delinquency. The result from hierarchical regression analysis showed that significant moderating effect of depression was found. But the result wasn't exhibited twithin hat the two-way interaction effects of depression. On the other hand, result from hierarchical regression analysis showed that significant moderating effect of anxiety wasn't found. In conclusion, this study proposed the need for counseling approach focused on 'depression' in order to reduce the adolescent's delinquency.

일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로 (The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem)

  • 권남숙;이지현
    • 한국학교보건학회지
    • /
    • 제26권1호
    • /
    • pp.13-25
    • /
    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

  • PDF

아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발 (Development of Korean Scale for Measuring Children's Online Game Addiction Tendency)

  • 이철현
    • 컴퓨터교육학회논문지
    • /
    • 제10권6호
    • /
    • pp.29-38
    • /
    • 2007
  • 이 연구의 목적은 아동의 온라인 게임 중독 성향을 측정하기 위한 한국형 검사 척도를 과학적인 절차에 따라 개발하는 것이다. 3차례에 걸쳐 실시된 예비검사에서 문항 분석, 신뢰도 분석, 요인 분석이 수행된 결과 30문항으로 구성된 본 검사척도가 결정되었다. 본 검사에서는 준거타당도 검증을 위하여 온라인 게임 이용 실태 및 태도와 더불어 심리적 변인 4가지인 공격성 척도, 충동성 척도, 외로움 척도, 자기 통제력 척도를 포함하였고, 전국 초등학교 5, 6학년 2,584명의 학생이 조사에 참여하였다. 본 검사 결과에 대하여 문항 분석, 신뢰도 분석이 수행되었고, 탐색적 요인 분석과 준거 변인과의 상관 분석에 의해 타당도가 검증되었다. 마지막으로, 표준화 절차를 통해 7개 하위요인, 30문항으로 구성된 최종 검사 척도와 중독 집단 분류 규준을 개발하였다.

  • PDF

한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로 (Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM)

  • 김남희;이상철;서영호
    • 품질경영학회지
    • /
    • 제31권1호
    • /
    • pp.21-41
    • /
    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

게임중독에 대한 연구동향 -Pubmed를 중심으로- (Research Trends in Study for the Game Addiction)

  • 장영주;최강욱;정인철;이상룡
    • 혜화의학회지
    • /
    • 제16권2호
    • /
    • pp.295-302
    • /
    • 2007
  • Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.

  • PDF

Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제9권4호
    • /
    • pp.1548-1568
    • /
    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로 (Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre)

  • 정창원
    • 한국콘텐츠학회논문지
    • /
    • 제19권12호
    • /
    • pp.425-439
    • /
    • 2019
  • 본 연구는 게임 플레이 효과에 대한 양면적인 측면의-긍정적(인지 욕구), 부정적(게임 중독)-효과를 분석하여 게임 규제 정책과 게임 연구가 나아가야 할 방향을 제안했다. 게임 장르의 특수성에 초점을 두고, 게임 플레이가 인지 욕구와 부정적 효과에(중독/과몰입) 미치는 영향에 대해 논의했다. 또한, 게임 플레이 효과는 게임정책과 밀접하게 관련이 있으므로, 게임 유저를 중심으로, 게임 장르와 게임 규제 정책에 대한 태도가 어떤 관계가 있는지 분석했다. 분석 결과, 게임 장르의 특성에 따라 게임 플레이의 효과와 규제에 관한 태도가 상이하게 나타났다. 게임을 오래 할수록 게임 중독 효과가 증가했지만, 동시에 인지 욕구도 상승했다. 게임 규제대상이었던 RAS(Role playing, AOS(Aeon of Strife), Strategy) 게임 장르를 플레이할수록 게임 중독을 상승시켰지만 동시에, 인지 욕구를 높이는 데도 기여했다. AR(Augmented Reality) 장르 플레이는 인지 욕구에 긍정적으로 영향을 미쳤던 반면, 전반적인 게임 규제에는 찬성하는 태도를 보였다. 본 연구결과는 게임 플레이가 가져오는 긍정적인 효과와 부정적인 효과를 동시에 트레이드 오프 (trade-off)할 수 있는 밸런싱 전략이 요구된다는 시사점을 제공한다.