• 제목/요약/키워드: Technology addiction

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성인 인터넷 중독진단 개선을 위한 요인분석 (Factor Analysis for Improving Adults' Internet Addiction Diagnosis)

  • 김종완;김희재
    • 한국지능시스템학회논문지
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    • 제21권3호
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    • pp.317-322
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    • 2011
  • 한국정보화진흥원에서 개발한 한국형 성인 인터넷 중독 자가진단 척도인 K-척도는 4가지 요인의 20 문항으로 구성되어 있으며, 사용자의 설문응답값으로 인터넷 중독을 진단한다. 기존의 연구는 대부분 인터넷 중독의 원인을 찾으려는 시도였으며, 청소년 대상으로 수집된 표본을 가지고 그들의 인터넷 중독진단이 수행되었다. 본 연구의 목적은 통계 기법의 주성분분석과 데이터마이닝 기법인 의사결정트리를 이용하여 K-척도의 사용자군 분류를 판정하는 주요인을 발견하는 것이다. 실험 결과로부터 K-척도를 구성하는 4가지 요인 중 내성 및 몰입 요인이 성인 인터넷 중독진단에 가장 큰 영향을 주는 요인임을 알 수 있었다.

온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로 (Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students)

  • 최병구;왕신위;이재남
    • Journal of Information Technology Applications and Management
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    • 제22권2호
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

자아의식, 스트레스 및 인터넷 사용통제가 성인의 인터넷 중독에 미치는 영향 (The Impact of Self-Consciousness, Stress, and Internet Use Control on Internet Addiction Among Adults)

  • 김세윤;최서윤;김범수
    • 한국IT서비스학회지
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    • 제6권3호
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    • pp.47-67
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    • 2007
  • While earlier research reports focused on Internet addiction among adolescents, this research examines the direct/indirect impact of socio-psychological variables like stress level, self-consciousness (self-esteem, self-control, and self-efficacy), and Internet use control on Internet addiction among adults. The fact that 62.4% of survey respondents were diagnosed as Internet addicts demonstrates that this concern about Internet addiction among adults is valid. This research, first, shows the direct impact of socio-psychological variables on Internet addiction. Low self-esteem, low self-control, high self-efficacy, high levels of stress, and high Internet-use control lead to a severe level of Internet addiction. Second, self-consciousness variables mediate the impact of stress on the addiction, but the mediating role is not so significant as the direct impact. Internet-use control plays as a partial moderator between self-esteem, self-control and addiction. Internet-use control is a useful measure for Internet addition at work. In addition, businesses may take personality, as well as environmental conditions, and organizational management process into account to minimize the impact of the addiction.

게임 중독 요인추출에 관한 탐색적 연구 (An Exploratory Study on the Extraction of Game Addiction Factors)

  • 박정은;권혁인
    • 한국IT서비스학회지
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    • 제6권3호
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    • pp.163-177
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    • 2007
  • This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category 'regular user', 90 points and 114 between the terms 'potentially dangerous user' and 13 percent of the overall. Finally, more than 115 points in the 'high-risk user' has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • 제18권1호
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

Effect of the Circadian Rhythm on Social Network Service Addiction

  • Hong, Sunyeun;Park, Gangwoo;Kim, Teasun
    • International Journal of Advanced Culture Technology
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    • 제6권2호
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    • pp.16-22
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    • 2018
  • This study is a descriptive survey research to investigate the effect of the circadian rhythm of the college students in different departments on the addiction to SNS. The subjects of this study were 150 freshman students in the Department of Nursing in K university, a four-year university located in Gumi, Gyeongbuk, and 130 freshmen students in the Department of Mechanical Engineering in K Engineering university located in the same city. In this study, the difference of circadian rhythm and SNS addiction was analyzed among the subjects in different departments. The result showed that the circadian rhythm was not significantly different between the departments, but SNS addiction showed significant difference between the departments.

The Mediating Effects of Self-Control and Impulsiveness On Self-Esteem and Smart Phone Addition In College Students

  • Kim, Kyung-Sook;Lee, Duk-Nam
    • 한국컴퓨터정보학회논문지
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    • 제24권6호
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    • pp.183-188
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    • 2019
  • This study aimed to analyse the effects of self-control and impulsiveness of college students on smart phone addition and whether self-esteem has mediating effects on them. For the purposes, this study interviewed 4-year college students in Gwangju City with the use of a questionnaire and 314 copies of the responses were used for a final analysis. The data collected was analysed with the use of SPSS 22.0 and the results are presented as follows: First, behavior impulsiveness has a positive effect on self-esteem and smart phone addiction. Second, self-esteem had a positive effect on smart phone addiction. Third, it was discovered that behavior impulsiveness had a positive effect on smart phone addiction through an analysis of mediating effects while self-esteem had an indirect effect on it. Therefore, it was suggested that more care should be paid on smart phone addiction and development of programs against it should be facilitated.

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

  • 서보경;김인혜;남길우;권미수
    • 재활복지공학회논문지
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    • 제10권3호
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    • pp.185-197
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    • 2016
  • 본 연구는 장애인의 스마트폰 중독 실태 및 중독 특성을 알아보고 장애인의 스마트폰 중독 예방 및 해소를 위한 대응책을 제안하고자 하였다. 장애인 20~59세 총494명을 대상으로 스마트폰 중독 특성을 분석한 결과, 장애인 스마트폰중독위험군 비율은 12.55%였다. 장애인의 스마트폰, 모바일메신저, SNS 및 게임 사용시간은 2015년 인터넷 과의존 실태조사의 스마트폰 과의존 잠재위험군과 비슷하거나 더 높게 나타났다. 스마트폰중독에 관한 인식 분석 결과, 조사대상자의 2/3 정도가 스마트폰 중독이 심각하다고 생각하고 있었고, 중독관련 상담기관을 알고는 있었으나, 실제 도움을 받을 의향이 있는 사람은 그 절반 수준으로 나타났다. 이는 장애인을 대상으로 한 정책 홍보와 장애인을 위한 제도적, 구조적 기능을 갖추는 것이 필요함을 시사한다.

청소년의 스마트폰 중독 위험군과 비중독군의 스마트폰 중독 관련 요인 (The Differences in Smartphone Addiction Symptoms between Highly Addicted and Non-addicted among Middle School Students by Types of Risk Groups)

  • 김상희;김정이;전소연;우경미
    • 한국학교보건학회지
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    • 제33권2호
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    • pp.67-78
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    • 2020
  • Purpose: This study aimed to investigate the effects of various factors on smartphone addiction according to types of risk groups among middle school students. Methods: Data of 223 students were collected from February 1st to 22nd of 2020. The collected data were analyzed through t-test, χ2 test, correlaton coefficients, and multiple regression analysis. The smartphone addiction scale was used to classify the participants into two groups; 18.8% (n=42) of the total respondents were categorized as the addiction risk group and 81.2% (n=181) were categorized as the general population group. Results: The factors associated with the students in the high risk group were grade (t=3.89, p=.036) and religion (F=3.79, p=.044). In the high risk group, psychological anxiety (β=.39, p=.005) and relapse of internet addiction (β=.38, p=.006) explained 46.0% of smartphone addiction, while in the normal risk group, relapse of internet addiction (β=.42, p<.001), psychological anxiety (β=.22, p=.004), tolerance of internet addiction (β=.17, p=.007), and academic stress (β=.14, p=.027) explained 51.0% of smartphone addiction. Conclusion: In order to prevent smartphone addiction in middle school students, a more specific nursing intervention is needed that can reduce psychological anxiety and relapse of internet addiction. It is clear that urgent measures need to be taken for the highly addicted students such as academic counseling.

Chaotic Phenomena in Addiction Model for Digital Leisure

  • Bae, Youngchul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제13권4호
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    • pp.291-297
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    • 2013
  • Chaotic dynamics have been studied by many researchers in the fields of biology, physics, and engineering. Interest in chaos is also expanding to the social sciences such as politics, economics, and others, including the prediction of societal events. The concept of leisure has developed from a passive concept correlated with relaxation, entertainment, and ideology formation into a positive concept that assumes a more active role. As information and communications technology develops, digital leisure activity is expected to continue spreading. This expansion of digital leisure function correctly, as well as. Traditional leisure activity functions correctly more, whereas digital leisure activity is predicted to function incorrectly more often. In this paper, we propose a mathematical addiction model of digital leisure that deals with its dysfunctions such as addiction to digital leisure, including computer games, internet search, internet chatting, and social media. Herein, to solve addiction to digital leisure, we propose a model derived from a nicotine addiction.