• Title/Summary/Keyword: Teenagers' Internet Use

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A Study on the Internet and Teenagers' Culture

  • Jang, Jung-Min;Cho, Hyun-Soo;Jung, Hye-Jung
    • Journal of the Korean Data and Information Science Society
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    • v.14 no.3
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    • pp.511-523
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    • 2003
  • Internet has become an important part of teenagers' life and has changed the life style of teenagers. Internet can be an useful tool for educating teenagers and also can be misused as a cyberspace for social problems. Recognizing that teenagers spend most of their free time enjoying internet and they form their own new life culture, it is needed to develop practical strategies for maximizing the positive effect of internet on the teenagers' culture. The purpose of this research is to suggest a desirable way for forming teenagers' healthy internet-based culture. The research was conducted by the survey of teenagers in the city of Pyongtaek on their use of internet and their problems The survey shows that most of teenagers are using internet in order to release the stress and most of them are hooked on it. It also indicates that cyber police and volunteer groups should be formed to help the desirable teenagers' internet-based culture.

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A Study on Teenagers' Internet Addiction and Influencing Factors (청소년의 인터넷 중독실태 및 영향요인에 관한 연구)

  • Kim, Chun-Mi
    • Research in Community and Public Health Nursing
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    • v.20 no.3
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    • pp.316-326
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    • 2009
  • Purpose: The purpose of this study was to examine teenagers' Internet addiction and to find factors influencing it. Methods: Data were collected from 596 middle and high school students between June 1 and June 20, 2009 with a self-rating questionnaire. The data were processed with SPSS/WIN 12.0. Results: (1) 20.3% of the students were spending over three hours a day in Internet use. The percentages of mild and serious Internet addiction were 22.3 and 2.1, respectively. (2) The stronger Internet addiction was, the higher stress was and the lower social support was. There was a negative correlation between stress and social support (r=-.296, p<.01). There was also a positive correlation between Internet addiction and stress (r=.264, p<.01) while a negative correlation between Internet addiction and social support (r=-.127, p<.01). (3) Among the subjects' characteristics, sex, school and family type, frequency of processed food intake, average daily Internet use hour and sleeping hour, subjective health perception, and satisfaction level with parents and family made difference in the Internet addiction level. Conclusion: The result of this study will provide useful background data for the selection of target population, stress management and social support promotion programs to prevent teenagers' Internet addiction.

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Effects of Gender and Region on the Relationships between Teenagers' Use of Social Network Sites and Social Capital (청소년들의 소셜 네트워크 사이트 이용과 사회적 자본의 상관관계에 있어서의 성별 및 지역 차이)

  • Lee, Herim Erin;Cho, Jaehee
    • Journal of Internet Computing and Services
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    • v.17 no.1
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    • pp.83-89
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    • 2016
  • This study aimed to examine how gender and regional differences affect the relationships between SNS use and social capital. By analyzing a large set of data from Korean teenagers, significant roles of gender and regional differences could be found. In regards to gender difference, the most notable finding was the negative effects of SNS use on bonding and bridging social capital among male teenagers. Furthermore, it was found that such negative effects of SNS use were significant particularly among urban teenagers. These findings theoretically contribute to broadening the understanding of the relationships between SNS use and social capital.

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.

The Design and Development of Online Learning Community for Teenagers (10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.79-89
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    • 2007
  • Considering the continuous increase of teenagers' Internet use and the high rate of their participation in online communities, educators need to devote efforts to minimize the negative function of teenagers' Internet use and to guide them to experience positive aspects of Internet. Through activities in online communities, teenagers can experience various socialities and explore their self-consciousness. However, on the other hand many communities do not provide teenagers with considerate care. This may cause conflict in their sense of value and mislead them. Through this study, online learning community is designed and developed, which can reflect teenagers' various needs and connect their needs with learning experiences. The community consists of the following categories: 'about e-Tivity'(community vision, general information, list of activities, Q&A), 'activity space for teens'(event hall, data park, e-Tivity center), 'administrative space for teachers and managers'(research room, management room), and 'teen's private space'(my room, my avatar).

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The Effects of Internet Fashion Shopping Celebrity Advertising Model on Consumers' WOM (인터넷 패션 쇼핑 몰의 연예인 광고 모델이 소비자의 구전 행동(WOM)에 미치는 영향)

  • Noh, You-Na;Lee, Scung-Hee
    • The Research Journal of the Costume Culture
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    • v.14 no.5
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    • pp.850-863
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    • 2006
  • The purpose of this study was to investigate if star marketing of on-line shopping malls affects consumers' WOM effect, and to compare the differences of consumption behavior between female teenagers and college students. Two hundred five female teenagers and college students who had purchased fashion goods through internet shopping mall participated in this study. For data analysis, descriptive statistics, factor analysis, t-test, and multiple regression were used. As the results, first, recognition of celebrity advertising models was classified into three factors such as 'trust of product', 'attractiveness of product' and 'leading interest of product' factors. Second, the greater exposure to celebrity models, the greater the good feelings about them, showing respondents' positive consumption behavior. Third, results of multiple regression revealed that behavior of pursuing celebrities' style accounted for 37% of the explained variance WOM behavior. Finally, t-test revealed that female college students were affected more by celebrity style and bought fashion items than female teenagers. However, female teenagers conducted more WOM behavior than college students. Based on these results, on-line fashion marketers would use these data for more their efficient fashion marketing strategies.

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The Current Status and Affecting Factors of Elementary Students' Internet Addiction in Comparison with Secondary Students (중.고등학생과 비교한 초등학생의 인터넷 중독 실태와 영향 요인)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.47-57
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    • 2006
  • As teenagers' Internet use increases and Internet takes an important part in their everyday lives, many people become concerned with Internet addiction. In this study, I attempt to analyze the current status of teenagers' Internet addiction using an evaluation tool developed for students, and to compare elementary students' Internet addiction level with secondary students. Also I analyze factors affecting Internet addiction. For the analysis, 18 variables are selected from the areas such as demographic background, the experience of Internet use, family-related traits and social activities. A survey was conducted to 1,155 elementary students and 1,822 secondary students selected from nationwide schools. The main finding of this study is that among the elementary students 5.0% of the sample students are in the stage of serious addiction, and 19.7% in the stage of early addiction. In addition, the level of elementary students' Internet addiction is significantly higher than the level of secondary students. Also, the degree of elementary students' Internet addiction is significantly affected by some factors such as gender, surfing time, surfing purpose, satisfaction with parental relationship, parents' interference in Internet use, conversation frequency among family members, and satisfaction with school life.

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Design and Implementation of A Cyber Counseling System to Support Information for Student Guidance (학생지도 정보를 제공하는 사이버상담 시스템의 설계 및 구현)

  • 오세정;최숙영
    • Journal of the Korea Computer Industry Society
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    • v.2 no.12
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    • pp.1573-1580
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    • 2001
  • Due to development of technology of information technology, PC communication and Internet have become a culture space of teenagers. Because Internet and PC communication are media in which teenagers have interests, they could be effectively used to counsel teenagers in that time they want. Moreover, cyber counseling will be suitable to new trend of current age with extension of counseling area. Accordingly, many researches on cyber counseling have proceeded in the area of teenagers counseling. While most researches for cyber counseling until present are about counseling methods ad the effects that teenagers utilize cyber counseling, there were no efforts that store counseling contents, analyze them using features and technologies of web and use them effectively to guide students. Therefore, we implemented a cyber counseling system that provides counseling information so that teacher may grasp students various interests and problems and thus helps to guide students.

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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)
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    • v.9 no.4
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    • pp.1548-1568
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    • 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.

Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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