• 제목/요약/키워드: Smartphone Game Addiction

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Effects of Smartphone Game Addiction by Elementary Schoolers on School Violence Awareness (초등학생의 스마트폰 게임중독이 학교폭력인식에 미치는 영향)

  • Im, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.417-425
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    • 2020
  • In the present study, practical measures were to be presented for prevention of smartphone game addiction and school violence by analysis of the effects aspect of the smartphone game addition by elementary school students on school violence awareness. For this purpose, a questionnaire survey was conducted for the subject of 6th graders attending an elementary school located in K city of Jeollanam-do, and a total of 258 copies were utilized as the final analysis data. Considering the analysis results, significant differences in the smartphone game addition were observed first as a function of the elementary school students' sex and game use time. The level of smartphone game addiction was observed to become higher for male students than female students, and the higher the longer the game use time during a day. Secondly, a positive (+) correlation was observed to exist between the smartphone game addiction and the school violence awareness. Thirdly, the variable affecting the school violence awareness among individual sub-variables for the smartphone game addiction was shown to be a problem with loss of control and power of reality test. The higher the addiction level of each variable, the negative tendency for school violence awareness was shown to be increased. Based on such analysis results, policy-wise, practical suggestions as well as directions for the follow-up studies have been presented for the improvement of smartphone game addiction and school violence awareness.

Study on Smartphone Addiction of the Disabled (장애인 스마트폰 중독 실태 연구)

  • Seo, Bo Kyung;Kim, In Hye;Nam, Gil Woo;Kwon, Mi Su
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.3
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    • pp.185-197
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    • 2016
  • This study purposed to analyse smartphone addiction characteristics of people with disabilities and suggested to establish related prevention policies for them. The analysis of 20-50 aged 494 disabled people resulted, that the smartphone addiction rate of the disabled people was 12.55%. Smartphone use-, mobile messenger-, SNS- and game time were nearly the same or higher than the potential and high risk group from the survey on internet overdependence 2015. In the question about the awareness of smartphone addiction they answered the smartphone addiction is severe in the society, and they are aware of smartphone addiction counseling center. But they will not get a service form the centers. That suggests, that the government should promote the policy of smartphone addiction for the disabled. It should provide institutional strategy and structural change for prevention of smartphone addiction for the disabled.

The Relationship between Parental Psychological Control and SNS Addiction Tendency, Smartphone Game Addiction by Male and Female Middle School Students: The Moderating Effects of Loneliness (부모의 심리적 통제와 남녀중학생의 SNS중독경향성 및 스마트폰 게임중독 간의 관계: 외로움의 조절효과)

  • Ko, Min-Jung;Ha, Jung-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.300-310
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    • 2020
  • The purpose of this study was to investigate whether or not loneliness affects the relationship between parental psychological control and SNS addiction tendency as well as smartphone game addiction in male and female middle-school students. The subjects were 259 male and female adolescents enrolled in A region Province (134 male and 125 female students). The results are as follows. First, the relationship between loneliness and SNS poisoning tendency was positively correlated with loneliness and SNS poisoning tendency in males, whereas there was no significant correlation in females. In addition, the relationship between parental psychological control and smartphone game addiction was positively correlated with psychological control by parents and smartphone game addiction in female students, whereas there was no significant correlation in males. Second, the relationship between parents' psychological control and SNS addiction depending on the level of loneliness did not significantly change between both male and female middle-school students. Third, as a result of examining the relationship between parental psychological control and smartphone game addiction in male and female middle-school students according to degree of loneliness, only male students showed a moderating effect. Finally, the limitations of this study and suggestions for follow-up studies were discussed.

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

A Study on the Effects of Literacy Therapy Program for the Prevention of Adolescents' Smartphone Addiction (청소년의 스마트폰 중독 예방을 위한 문학치료 프로그램 효과에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.269-276
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    • 2018
  • The purpose of the study is to verify whether literature therapy program for prevention of smartphone addiction is effective for adolescents. The subjects of this study were 150 students of J City, K middle school. After completing the program, they were conducted post-test for both the experimental and control groups. The study found that the program was effective in mitigating smartphone addiction but not in reducing the directed life problem. It was also found to be effective in reducing tolerance and loss of control and problems of withdrawal and emotional experience. The study suggests that institutional arrangements are needed for linking with related organizations in the region because it is difficult to effectively prevent the increasing problem of smartphone addiction unless an adolescents program for youth is linked to the school. Therefore, it is necessary to conduct parent education for prevention of smartphone addiction in computer curriculum of school subjects.

SNS Utilization of Youth and Use as a Learning Tool (청소년의 SNS 이용실태 및 학습도구로써의 활용방안)

  • kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.93-101
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    • 2020
  • Korea, as a leader of Internet and game sector in IT industry, has been playing an important role in increasing its industrial development. This country has won the first place in wireless broadband usage and contributed to Internet game industry development. This means that Korean use smartphones most. It is juveniles that use Internet and smartphones most among Korean who use teenage., the number of the teenagers who overuse smartphones or Internet has surpassed 200,000. The number of the adolescents who spend more time using smartphone and Internet is about 180,000 and the number of the teens who are over-dependent to smartphone having trouble living their lives is over 22,000. The SNS usage rate of the contents that teens are most likely to use has accounted for over 80 percent. Among teens, SNS is being considered as a major means that builds relationship due to smartphone technology and the prevalence of smartphones. However, the use of SNS among youths has two sides; one is positive, the other negative. Not only does SNS have a positive function that it keeps relationship but it also has a negative function that it can lead to smartphone addiction.

Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.478-482
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    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

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.

A Study on the Internet Game and Smartphone Usage of the Senior Elementary School Students (초등학교 고학년의 인터넷 게임 및 스마트폰 이용실태에 관한 연구)

  • Lee, In-Suk;Lee, Mi-Hyoung;Kim, Hee-Kyung;Park, Jeong-Sook;Son, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.421-432
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    • 2020
  • This study was designed to determine the Internet game and smartphone usage status of senior elementary school students. Data were collected from 6 October 2018 to 30 September 2019, and 1618 subjects were analyzed using SPSS 18.0. As a result of the study, the I-GUESS rating was 6.1% in the high-risk group, and, the S-scale ratios were 10.1% for the potential-risk group and 0.8% for the high-risk group. Physical problems related to Internet games and using smartphones were experienced by 36.0% of the students, with eye fatigue being the highest at 20.4%. Emotional problems were found in 18.5% of the students, with anger being the highest at 6.8%. Social problems were experienced by 21.8% of the students, conflicts with parents being the highest at 10.3%. As a result of surveying the main content based on S-scale and I-GUESS, it was found that the higher the S-scale ratio and the I-GUESS rating, the more broadcast content was used. The correlation between I-GUESS rating and S-scale ratio showed that the higher the I-GUESS rating, the higher the S-scale ratio, and the higher the S-scale ratio, the higher the I-GUESS rating. Future research is necessary to develop an intervention program for elementary school students from a preventive perspective.

Validation of the Internet, Game, and Smartphone Overuse Screening Questionnaires on Adolescent Sample (인터넷, 게임, 스마트폰 과사용 선별 질문지의 청소년 대상 타당화 연구)

  • Park, Kyeongwoo;Chang, Hyein;Jeon, Hong Jin
    • Korean Journal of School Psychology
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    • v.18 no.3
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    • pp.317-349
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    • 2021
  • This study was conducted to examine the reliability and validity of the internet (IOS-Q), Game (GOS-Q), and Smartphone (SOS-Q) Overuse Screening Questionnaires in a large community sample of adolescents. To achieve this goal, data from 9,336 middle school students (male: 4,796, female: 4,540) was divided into two groups and analyzed by conducting confirmatory factor analysis and exploratory factor analysis, respectively. We conducted another confirmatory factor analysis on a separate sample of data from 4,536 elementary school students (male: 2,260 male, female: 2,276) and 6,551 middle school students (male: 3,013, female: 3,538) from other populations. As a result of factor analysis, IOS-Q was consisted of 17 items, GOS-Q was consisted of 19 items, and SOS-Q was consisted of 18 items. The IOS-Q and GOS-Q factors were psychological dependence, failure to control use despite recognizing problems, dangerous use, and reduced interest in other areas while the SOS-Q factors were dangerous and obsessive use, failure to control use despite recognizing problems, reduced interest in other areas, and withdrawal/tolerance. Each factor reflected the major facets of behavioral addiction or impulse control disorder, and the questionnaires had good internal consistencies of .880-.915. Latent profile and ROC analyses were conducted to determine cutoff points for screening high-risk groups. Lastly, theoretical and practical implications as well as the limitations of this study were discussed.