• Title/Summary/Keyword: Youth gambling

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The Influences of Problem Gambling on Suicidal Ideation and Suicidal Attempts of Adolescents -Focusing on the comparison between School Adolescents and Out-of-School Adolescents- (청소년의 도박문제가 자살생각과 자살시도에 미치는 영향 -학교 청소년과 학교 밖 청소년의 비교를 중심으로-)

  • Kim, Ji-Hae
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.465-474
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    • 2021
  • The purpose of this study is to identify the influence of problem gambling on suicidal ideation and suicidal attempts of school adolescents and out-of-school adolescents. Data were obtained from the 2018 Survey on Youth Gambling Problems and analyzed using logistic regressions. The results of this study were as follows: First, Out-of-school adolescents have more problems with the problem gambling severity, experience a decline in academic performance due to gambling, experience of borrowing money from acquaintances of lenders, suicidal ideation and suicidal attempts than school adolescents. Second, regardless of whether they attended school, experience of borrowing money from lenders was identified as significant variable of suicidal ideation and attempt. Third, problem gambling severity, experience of borrowing money from acquaintances of lenders and a decline in academic performance appeared to influence suicidal ideation and suicidal attempts of school adolescents. Based on this results, we suggested the method to decrease suicide due to problem gambling.

A Study on the Trends of Korean Juvenile Gambling (청소년 도박의 국내 연구동향 분석)

  • Ko, Do-Hyun;Kim, Sang-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.660-671
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    • 2021
  • This paper analyzed the research trends of juvenile gambling, which is increasing due to recent changes in the internet environment. The number of domestic studies on juvenile gambling has increased, but there are few studies that analyzed both degrees and academic papers in a more comprehensive manner than addiction to the Internet, games, and drugs related to youth. The current state of juvenile gambling can lead to secondary crimes, such as illegal loans and thefts for gambling funds beyond the level of addiction, school violence and money extortion, which have been a major shock to Korean society. Therefore, it is urgent to prepare social measures because the age of adolescents who are exposed to gambling is becoming lower. Accordingly, this study analyzed 52 dissertations, 86 academic papers, and three other research reports published in Korea from 2003 to March 2020. As a result, quantitative research, research subjects, and research topics were concentrated, and there was a limit to generalization. In addition, these results will provide rich information to future studies by confirming the academic characteristics according to the times and interdisciplinary research trends that transcend individual science areas.

Limitations and Challenges of Game Regulatory Law and Policy in Korea (현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항)

  • Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.

The Protective Effects of Development Assets on Health Risk Behaviors among Korean Adolescents (청소년 성장발달자산의 건강위험행태 방어효과)

  • Lee, Myoung-Soon
    • Korean Journal of Health Education and Promotion
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    • v.22 no.4
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    • pp.137-154
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    • 2005
  • Objectives: This study aims to examine the positive effects of developmental assets on the prevention of health risk behaviors among Korean adolescents. The framework of developmental assets was introduced as building blocks for healthy child and adolescent development by Benson and his colleagues. These assets represent positive external environmental factors and internal personal qualities which strongly influence the quality of life of adolescents. Methods: In 2001, we administered self-reported questionnaires to 3,739 girls and boys in grade 9 at eight schools in two cities, Chinju and Suwon in South Korea. The data was compiled into a 'Korean Youth Health Related Behaviors and Developmental Assets Survey' and then analyzed Youth health risk behaviors, which we measured in terms of their frequency, included tobacco, alcohol, and substance use, sexual intercourse, anti-social behaviors, violence, feelings of social isolation at school, depression or attempted suicide, absenteeism from school, gambling. Results: Overall, with respect to developmental assets, the Korean adolescents surveyed only 12.6 of the 40 assets, and 88 percent of adolescents had 20 or fewer of the assets. Based on their number of developmental assets(DA), adolescents were categorized into four groups: Group I(DA 0-10): Group II(DA 11-20): Group III(DA 21-30): Group IV(DA 31-40). We examined the differences in the frequency of each health risk behavior across the four groups, Group I-IV, and found that the frequency of most health risk behaviors decreased as the number of developmental assets increased. Conclusion: We therefore concluded that in order to make effective approaches for the prevention of health risk behaviors among adolescents, we should consider and develop more comprehensive and adolescents-based policy and programs to promote various aspects of adolescents' health and quality of life.

Factors That Affect the Lottery Purchasing Intentions of University Students (대학생의 복권구매의도와 관련변인에 관한 연구)

  • Kim, Mi-Ra;Hwang, Duck-Soon
    • Journal of Families and Better Life
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    • v.28 no.3
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    • pp.113-127
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    • 2010
  • This study explores the factors that affect the lottery purchasing intentions of university students. Self-administered questionnaires were completed by 504 students attending four universities in Kwangju South Korea. The conclusions are as follows: First, approximately 43% of respondents participated in at least one lottery purchase and the frequency of lottery purchases during the last 12 months was 4.84. Gender issues were considered since almost twice as many males reported lottery purchases. Second, males were affected by attitudes toward lotteries; females were affected by past behavior, subjective norms, and attitudes toward lotteries. It was hypothesized that the attitudinal message would change behavior for male students while the accurate information and the normative message would also be effective for female students. The fact that just about half of the respondents have previously participated in gambling vis-$\grave{a}$-vis lotteries shows consumer educators that lottery purchases by youth is a social policy issue in need of systematic and scientific attention.

Market Trends Prediction of the Sports Industry (글로벌 스포츠 산업 트렌드 예측)

  • Kim, Hun-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6536-6546
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    • 2014
  • The aim of this study was to predict the global sports market trend to make developmental and strategic marketing planning for governments, enterprises and scholars. By participating in Delphi, 21 professionals from 12 countries came up with 51 foresights. In addition, the following 7 final results emerged after 3 rounds of discussion. First, integrity issues (e.g., doping and gambling) will increase in the sports industry. Second, the market of youth sports will continue to grow worldwide. Third, the health-oriented sports service will growth, particularly for seniors or people with less wealth. Fourth, the convergence with high-technology, culture and leisure activity will be accelerated. Fifth, mega sports events will receive increasing scrutiny and criticism. Sixth, the leverage of new media (e.g., social media) as well as old media (e.g., TV and magazines) will expand in the sports industry. Finally, globalization, which is similar to the culture phenomenon, will be accelerated in the sports industry.

The Impact of Spiritual Commitment, Social Support and Self-esteem on Deviant Behavior of Middle-aged Man (중년기 남성의 영성지향도, 사회적 지지, 자아존중감이 일탈행동에 미치는 영향)

  • Ko, Ki-Sook
    • Korean Journal of Social Welfare
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    • v.57 no.4
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    • pp.197-223
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    • 2005
  • The purpose of this study is to examine the impact of spiritual commitment, social support and self-esteem for the deviant behaviors of middle-aged men from 40 to 59 years old. Further, this study seeks for providing basic data for designing social welfare service programs to intervene and prevent such deviant behaviors The findings of this study can be summarized as follows: The relationship among variables are as follows. First, spiritual commitment could directly affect the mid-life deviant behavior, and could cause influence indirectly through the self-esteem. Second, social support could not directly affect the mid-life deviant behavior, but could cause negative influence indirectly through the self-esteem. The significant is that this study triggered off interest in deviant behavior of middle-aged men. Especially, this study realized to us interest in spiritual commitment which has been not interested in the social work. This implicated that social support and self-esteem might effect to be deviant behavior of middle-aged men as well as deviant behavior of youth.

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Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.