The purpose of this study was to identify the impact of pornography use among adolescents on their subsequent violent sexual behavior, and to ascertain the moderating effect of family support. The study was conducted with a sample of 2,087 Korean middle and high-school students. To analyze the data, a descriptive analysis, a correlation analysis, and a Poisson regression were conducted using SPSS 24.0. A Poisson regression was performed because the dependent variable, violent sexual behavior, was measured by the frequency of occurrence, and most responses were distributed at '0', indicating a non-normal distribution. The results indicated that 8.1% of adolescents admitted to having sexually violent experiences over the past year, with a relatively high rate of sexual harassment. Secondly, 53.3% of adolescents had used pornography over the past couple of years, with the highest percentage of use occurring via the Internet. Finally, pornography use among adolescents had a significant and direct impact on their sexually violent behavior, with family support playing a moderating role. This indicated that, for adolescents with a high level of family support, the impact of pornography usage on sexually violent behavior decreased. Based on these results, we discuss practical and policy interventions to prevent sexually violent behavior by adolescents.
International Journal of Internet, Broadcasting and Communication
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v.14
no.2
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pp.199-205
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2022
The purpose of this study is to investigate the causal relationship between the variables related to media sports violence viewing experience, negative emotion, aggression and violent imitation behavior of middle school students and high school students. The subjects of 240 middle school students and 240 high school students were surveyed for 2 months. Among the collected data, 64 samples judged to have low reliability were excluded from the analysis, and the final 416 data were used. The questionnaire used in this study consisted of four potential variables including experience of watching media sports violence, negative emotion, aggression, and violent imitation behavior. Among the sub-variables of experience of watching media sports violence, exogenous potential variables except frequency, period and time and questions that are endogenous potential variables were composed of a questionnaire of 5-point Likert scale. results of this study were analyzed using the AMOS statistical program, which was used to identify the causal relationship between watching media sports violence and negative emotion, aggression, and violent imitation behavior. There was no significant difference in violent imitation behavior according to school grade. The causal models for media sports violence viewing experience, negative emotions, aggression and violent imitation behavior were found to be appropriate. It was found that there was a significant causal relationship between the viewing experience of sports violence and the violent imitation behavior. Therefore, in order to reduce the imitation behavior of adolescents, it is necessary to be more careful about the production and viewing of sports violence programs at the institutions and homes that produce media.
Purpose: This study examined the fitness of a path model on the relationship among stress, self-esteem, aggression, depression, suicidal ideation, and violent behavior for adolescents. Methods: The subjects consisted of 1,177 adolescents. Data was collected through self-report questionnaires. The data was analyzed by the SPSS and AMOS programs. Results: Stress, self-esteem, aggression, and depression showed a direct effect on suicidal ideation for adolescents, while stress, self-esteem, and aggression showed an indirect effect on suicidal ideation for adolescents. Stress, self-esteem, aggression, and suicidal ideation showed a direct effect on violent behavior for adolescents, while stress, self-esteem, aggression, and depression showed an indirect effect on violent behavior for adolescents. The modified path model of adolescent's suicidal ideation and violent behavior was proven correct. Conclusion: These results suggest that adolescent's suicidal ideation and violent behavior can be decreased by reducing stress, aggression, and depression and increasing self-esteem. Based on the outcomes of this study, it is necessary to design an intervention program that emphasizes reducing stress, aggression, and depression and increasing self-esteem in order to decrease adolescents' suicide ideation and violence.
Communications for Statistical Applications and Methods
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v.24
no.2
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pp.173-191
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2017
This study develops a new type of latent class analysis (LCA) in order to explain the associations between one latent variable and several other categorical latent variables. Our model postulates that the prevalence of the latent variable of interest is affected by another latent variable composed of other several latent variables. For the parameter estimation, we propose deterministic annealing EM (DAEM) to deal with local maxima problem in the proposed model. We perform simulation study to demonstrate how DAEM can find the set of parameter estimates at the global maximum of the likelihood over the repeated samples. We apply the proposed LCA model in an investigation of the effect of and joint patterns for drug-using behavior to violent behavior among US high school male students using data from the Youth Risk Behavior Surveillance System 2015. Considering the age of male adolescents as a covariate influencing violent behavior, we identified three classes of violent behavior and three classes of drug-using behavior. We also discovered that the prevalence of violent behavior is affected by the type of drug used for drug-using behavior.
The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.
Journal of the Korean Academy of Child and Adolescent Psychiatry
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v.27
no.1
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pp.39-47
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2016
Objectives: The aim of this study was to examine the association between current suicidal or violent behavior and deficits of specific neurocognitive variables in child and adolescent inpatient samples diagnosed with mood disorder. Methods: A retrospective review of the charts of mood disorder patients hospitalized at Samsung Medical Center between April 2004 and April 2015 was conducted. Child and adolescent patients aged between 10 and 18 years old and those who finished neurocognitive function testing during their hospitalization were included. Among them patients whose full scale IQ was between 85 and 115 were selected (N=111). Participants were first divided into two age-groups-group Y ($10{\leq}age{\leq}15$, N=54) and group O ($16{\leq}age{\leq}18$, N=57)-because neurocognitive function test tools were different according to age [Wechsler Intelligence Scale for Children (WISC) for 10 to 15-year-old patients, Wechsler Adult Intelligence Scale (WAIS) for 16 to 18-year-old patients]. They were then divided according to their suicidal or violent behavior-non suicidal/violent group (NG), suicidal group (SG), violent group (VG), and both suicidal/violent group (BG). The Child Behavior Checklist (CBCL) was checked for measurement of participants' behavior and the Gordon Diagnostic System was checked for measurement of their attention efficiency. Kruskal-Wallis Test and Tukey test was used to determine the differences in neurocognitive function between groups. Results: O-SG patients showed lower scores on the comprehension subscale of WAIS-III than O-NG patients (${\chi}^2=8.454$, p=.015). O-VG patients showed lower scores on the block design subscales of WAIS than O-SG patients (${\chi}^2=7.496$, p=.024). Y-VG patients showed higher scores in aggressive behavior, externalizing problems, and total problems scores of CBCL. Conclusion: This study showed relationship between specific neurocognitive deficits and suicidal or violent behavior. These relationships were significant in relatively older adolescents.
This study verified the effects of violent PC games and aggressive personality on aggressive behavior and aggressive intention as predicted by GAM in Anderson and Bushman (2002), and a correlational study and experimental research were carried out to corroborate a differences of the effects of the two variables according to the developmental levels. The correlational study showed that aggressive personality was an explanatory variable for aggressive behavior; however, exposure to violent PC games was not a significant factor, contrary to the predictions by GAM. It has been clarified that the effects of the two variables influenced aggressive behavior in a different way according to the developmental levels. Further, no positive relation existed between repetitive (chronic) violent PC game plays and aggressive personality. The experimental research analyzed the differences of aggressive intention in each of the experimental conditions designed with a 2(PC games types: violent vs. non-violent) x 2(aggressive personality: high vs. low) x 2 (developmental levels: middle school boys and college students) between-subjects factorial design. As a result, violent PC games had an effect on aggressive intention for the middle school boy group, while it was supported that aggressive personality had an effect on aggressive intention for both middle school and college students. Noticeably, the primary hypothesis in the study has been supported that the effects of violent PC games and aggressive personality on aggressive intention vary according to different age groups. In conclusion, the effects of violent PC games and aggressive personality as predicted by GAM have been confirmed in parts; however, future studies on GAM must be necessarily supplemented with the developmental perspectives, as it has been ascertained that the effects of the variables vary according to the developmental levels.
The purpose of this study is to validate the mediating effects of anger expression types for anxiety on the violent behaviors of adolescent school violence offenders. For the purpose of this study, 114 adolescent school violence offenders and 178 general youths were selected. Through the structural equation model, the mediating effects of anger expression types that are manifested in the path of violent acts of adolescent school violence offenders and general youths are verified. The major findings of this study are as follows. First, for both groups, the same path of violent behavior through anger-in and anger-out was followed: youths repress anger when they have higher anxiety, and when too much anger is repressed, anger-out increases, which results in more violent behaviors. Second, the level of anxiety of adolescent school violence offenders has direct effect on the responsive violent behaviors while the level of anxiety of general youths does not have direct effect on violent behaviors. Third, although the anxiety of adolescent school violence offenders may increase violent behaviors through the paths of acting-in and acting-out, violent behaviors can be reduced by reducing anger-out. Therefore, to reduce the violent behaviors of adolescent school violence offenders, intervention is needed for those who repress their anger due to anxiety; professional education is also required for adolescent school violence offenders to help them control their anger.
To identify adolescents' moral reasoning and attribution about peer violence, vignette study was conducted. 178 subjects selected from 4 inner city schools were asked to evaluate provoked violent situations. 4 situations depicting the provocation/retribution condition and 3 short vignettes depicting peer violence were presented, and adolescents were asked to judge the violent behavior and the morality of story characters. Analyses revealed that many adolescents focused more on the immorality of the provocation and perceived "hitting back" as a form of reciprocal justice. And a number of adolescents attributed the responsibility to the both of prosecutors and victims with situations which have obscure informations to judge the violent behaviors. In addition, adolescents having more violent characteristics were more likely to attribute the responsibility of violence to the victims than non-violent adolescents. Several suggestions based on these results are as follows: First, school or class-based conflict resolution program should be implemented to intervene in a dispute between peers. Second, it is necessary for comprehensive program such as Aggression Replacement Training including moral education as well as behavior modification to resolve peer violence.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.1
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pp.300-307
/
2015
This study examined the effects of the youth home environment on violent behavior and suicidal thoughts. The survey was conducted from March 5, 2014 to July 02 on a juvenile male and female target group of 430 people subjects. Frequency analysis, factor analysis, reliability analysis, and multiple regression analysis were conducted using SPSS Win 18.0 with verification at the 5% significant level. The results of the study were as follows: First, the support of the father had a negative influence on violent behavior. Second, the support of both the father and mother, communication with the father and mother, and the mother's parenting attitude have a negative influence on suicidal thoughts. Third, the youth's violent behavior has a positive influence on the suicidal thoughts. This study provides essential data for making polices to resolve the youth crisis behaviors.
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