• Title/Summary/Keyword: computer game addiction

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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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Pattern of Computer Game Play and Emotional and Behavioral Characteristics in Upper Grade Elementary School Children (초등학교 고학년 아동의 컴퓨터 게임 양상과 정서 및 행동 특성)

  • Lee, Ja-Yeong;Park, Tae-Won;Lee, Moon-Sook;Cho, Eun-Cheong;Chung, Young-Chul;Hwang, Ik-Keun;Yang, Jong-Chul;Chung, Sang-Keun;Jung, Ae-Ja;Eun, Hong-Bae
    • Anxiety and mood
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    • v.4 no.2
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    • pp.135-141
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    • 2008
  • Objective : The purpose of this study was to investigate the relationship between the pattern of computer game play and emotional and behavioral characteristics of 5th and 6th grade elementary school children in Jeonju city. Methods : Fifth and sixth graders from two elementary schools (N=413, M=214, F=199) were chosen to participate in this study. The participants completed self-report questionnaires designed by the authors, and were also evaluated based on a computer game addiction scale, state-trait anxiety inventory for children, children's depression inventory and Piers-Harris children's self-esteem scale. The parents of the participants determined the disruptive behavior rating scale of the participants. Results : Positive links were reported between the pattern of computer game play (years of computer game experience, average length of each computer game play session, average time spent on computer game play per day, and average frequency of computer game play per week) and scores of computer game addiction scale. In addition, significant correlation was found between the internalized problems of children (trait anxiety, state anxiety, depression, and self-esteem), and computer game addiction scale score, among both sexes (p<0.01). There were significant correlations between game addiction scale score and inattention (p<0.01) as well as total attention deficit hyperactivity disorder (ADHD) score (p<0.05) in girls. Conclusion : Our findings suggest that computer game addiction is related to symptoms of internalizing, particularly to the trait anxiety. Significant positive correlations between game addiction scale score and externalized behavioral problems were found only in girls.

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A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.31-41
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    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

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The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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The Influence of Stress of Children on Game Addiction -Focused on Moderating Effect of Family Support- (아동의 스트레스가 게임중독에 미치는 영향 -가족지지의 조절효과를 중심으로-)

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.2
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    • pp.209-219
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    • 2015
  • The aim of this study is to identify whether the stress of children has an impact on their game addiction and to verify the moderating effect of family support. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 564 subjects contacted subjects were analyzed. In accordance with the verification on the impact game addiction, Children's stress has a impact on their game addiction. In other words, higer stress was related to higer game addiction. The impact family support on their game addiction was analyzed. In accordance with the results, the family support had positive impact on their game addiction. It suggested that higher family support meant lower game addiction. The moderated effect of family support was analyzed. The family support had the control effect to reduce the negative effect of stress of children in to their game addiction. Implication of the study findings is discussed.

A Study on Impact of Game Addiction on the School Adjustment

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.3
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    • pp.129-135
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    • 2016
  • The aim of this study is to identify whether the game addiction has an impact on their school adjustment and to verify the direct effects and moderating effects of parent-child Communication. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 304 subjects were analyzed. The analytic results are as the following. When verifying the impact of game addiction on their school adjustment, The game addiction was found as the key variable that has a negative impact on children's school adjustment. The results indicated that children with higher levels of game addiction more likely to have lower levels of school adjustment. The impact of parent-child Communication on their school adjustment was analyzed. The analytic results suggest that parent-child Communication has a impact on their school adjustment. In other words, higher parent-child Communication means higher school adjustment. The moderating effect of parent-child Communication was analyzed. The parent-child Communication check the moderating effect of do game addiction on their school adjustment. The Implications of these findings were discussed.

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.503-506
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

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The Mediation Model Verification of Interpersonal Skills on Impulsivity, Aggression and Game Addiction: Comparative analysis on School levels (충동성, 공격성과 게임중독의 관계에서 대인관계기술의 매개모형검증: 중고등학교급별 비교)

  • Kwon, Jae-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.87-98
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    • 2010
  • This study was to verify a related model between among Impulsivity, Aggression, Game Addiction, and Interpersonal Skills. Aggression was selected as prerequisite variables. And Interpersonal Skills was selected as a mediated variable. Which affected Game Addiction. Covariance structure analysis were conducted to test research hypotheses. The results are summarized as follows. The path coefficients of (Impulsivity$\rightarrow$Interpersonal Skills), (Impulsivity$\rightarrow$Game Addiction), (Aggression$\rightarrow$Skills), (Aggression$\rightarrow$Game Addiction), (Interpersonal Skills$\rightarrow$Game Addiction) were all significant. Second, it was proved that Impulsivity and Aggression played as inducting factors to their Game Addiction tendencies, and perceived Interpersonal Skills played as inhibiting factors which leads to decrease their Game Addiction tendencies. Third, the mediator effect of perceived Interpersonal Skills in the relation between Impulsivity, Aggression and Game Addiction was significant. Fourth, divided in school levels by and the result which analyzes, the middle school students interpersonal skills did not affect in game addiction. So there was not also a mediating effect. The high student the interpersonal skills which listens influences in game addiction. And mediating effect of interpersonal skills was. Therefore for the prevention and a treatment of game addiction the method to raise a interpersonal skills will be effective in the high students.