• Title/Summary/Keyword: computer same addiction

Search Result 7, Processing Time 0.02 seconds

The Effect of Children's perception of parenting attitude and learned helplessness on computer game addiction (부모의 양육태도, 학습된 무기력이 컴퓨터 게임중독에 미치는 영향)

  • Kweon, Soon-Hee;Kweon, Soon-Nyu
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.4
    • /
    • pp.59-69
    • /
    • 2008
  • The purpose of this study was to investigate children's Perception of parenting attitude parent and learned helplessness on addictive use of computer game. The data was collected through paper-pencils surveys with 745 students who are attending the 4, 5, and 6 grade of three elementary schools. The instrument used to see how they looked at the parenting attitude of their was Ji-hyun Hwang(2006)'s Perceived Parenting Attitude Inventory, Chang-woo Song(1997)'s Learned Helplessness, and Internet Game Addiction Test by developed Korean Agency Digital Apportunity & Promotion. Statistics and methods used for the data analysis were Cronbach'a alpha, freuency, percentage, Two-Way ANOVA, Pearson's Correlation, and Regression by using SPSS WIN 12.0. The results of this study is described as follows. In this study, prevalence of computer addiction tendency and addiction is 14.3%. Male students showed highest computer addiction game than female students.

  • PDF

Information Culture Index Analysis from the Perspective of the Internet.Cell-Phone Addiction (10대 청소년의 인터넷.휴대폰 중독 관점에서의 정보문화지수에 대한 고찰)

  • Ko, Young-Min;Kim, Hyung-Chul;Park, Chan-Jung;Hyun, Jung-Suk;Kim, Cheol-Min
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.3
    • /
    • pp.13-23
    • /
    • 2011
  • Information Culture Index (ICI) is the quantitative value that represents people's information literacy levels. Also, it diagnoses the people's knowledge, ethics, emotion, and practice synthetically. As the Internet and cell phone addiction have been increasing when people access information on the web recently, it is necessary to analyze the meaning of the ICI from the Internet and cell phone addiction perspectives and to confirm if it goes well in the right direction. In this paper, we analyze the characteristics of the people who have high ICIs. At the same time, we perform the statistical analysis combining ICIs with the Internet and the cell-phone addiction levels. In particular, the meaning of the Information Practicing factor, which is one of the ICI factors, is examined. By doing these, we confirm if the current ICI works correctly or not, and propose a better way for measuring ICIs. In order to do these, we survey and analyze data with basic statistical methods and structural equation model.

  • PDF

The Effects of Participation in Sociodrama among Computer Game Dependent Adolescents (컴퓨터 게임 의존 청소년 치료를 위한 소시오드라마 효과 연구)

  • 김태은;이정숙
    • Journal of Families and Better Life
    • /
    • v.21 no.4
    • /
    • pp.55-67
    • /
    • 2003
  • Nowadays, computer game dependency among adolescents, especially male adolescents, is emerging as a social problem. Therefore, treatment for computer game dependency has become positively necessary. This study aimed at investigating the effects of participation in sociodrama on the students suffering from computer game addiction. For this study, 380 male students in the 8th grade were asked to complete a questionnaire about themselves. After these data had been analyzed using SPSS, eight students were selected as the experimental group. The control group consisted of eight adolescents who were similar to the experimental group in the level of computer game dependency and in the psychological factors such as impulsiveness, depression, and the lack of self-control. The experimental group participated in twelve sociodrama sessions over 11 weeks, whereas the control group did not receive any treatment. The first follow-up test was conducted eleven weeks after the pretest, and the second follow-up test was done nine weeks after the first one. The results indicate that the sociodrama played an important role in alleviating the computer game addiction. At the same time, the participation in sociodrama brought positive changes in the psychological factors of the adolescents.

The Effect of Consumer's Interpersonal Anxiety on Shopping Addiction: Focusing on Multi-parallel Mediation Effect of Self-Control and Public-Consciousness and Moderating Effect between Men and Women (소비자의 대인 불안이 구매중독 성향에 미치는 영향: 자기 통제력과 타인 의식성의 다중 병렬매개효과와 남녀 간의 조절 효과를 중심으로)

  • Park, Ok-Hee;Jeong, Jo-Hee;Lee, Seok-Kee
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.2
    • /
    • pp.70-81
    • /
    • 2020
  • Living in the modern world, we can easily access large marts and outlets, and live convenient mobile shopping and same-day and early morning shipping. It is called 'shopping addiction' when the purpose of such shopping is not to be attributed to the original purpose of the goods, but to be purchased by an irresistible impulse. According to past studies, 5.8% of American adults and 15.5% of Korean college students were found to be purchase poisoning[3]. The study identified the relationship between interpersonal anxiety, public-consciousness and self-control among the various factors leading to purchase addiction and confirmed their impact on consumers internal psychology. The study found that although Interpersonal anxiety did not directly affect purchasing addiction, it was influenced by self-control and public-consciousness that increased the tendency to purchase addiction. The results of the group comparison between men and women showed that the self-control of men and the public-consciousness of women has increased their purchasing addiction. Such differences in psychology between men and women suggested related implications, such as the need to apply purchase addiction prevention management and treatment methods differently.

Statistical Examination and Improvement of the Internet Addition Testing Method for Adolescent - Focused on Young's Measurement (청소년 인터넷 중독 검사 방법의 통계적 고찰 및 개선 - Young의 척도를 중심으로)

  • Park, Chan-Jung;Kim, Hyung-Chul;Ko, Young-Min;Hyun, Jung-Suk;Kim, Cheol-Min
    • The Journal of Korean Association of Computer Education
    • /
    • v.13 no.4
    • /
    • pp.41-50
    • /
    • 2010
  • So far, the researches about the Internet addiction testing are diverse and enormous. However, since the testing factors have the same importance, there is no discrimination among the factors. In our paper, we analyze the problems of the existing researches by using Lisrel and data mining algorithms. Next, we propose an alternative for the Internet addiction testing. In order to accomplish these, we make an questionnaire consisted of Young's test and then, we asked to 440 primary and secondary school students. In addition, we analyzed the problems of Young's test with factor analysis and then, we distinguish more important items from others with J48 and PART. Finally, based on this analysis, we propose a method to diagnose addicted students and prescribe them.

  • PDF

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.3
    • /
    • pp.163-168
    • /
    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

An Analysis on the Influence Factors of Learning Effectiveness for Multivision Education Process -Focusing on Distribution Working Course in Vocational High School- (멀티비전교육과정이 학습효과에 미치는 영향에 관한 연구 -전문계 고등학교의 유통실무과정을 중심으로-)

  • Kim, Kyung-Woo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.12
    • /
    • pp.297-304
    • /
    • 2011
  • This study was to analyze the learning effectiveness of multi-media based class by comparing with traditional classroom method. The "Distribution Working Subject" course that is one of the required courses of Vocational high school was selected and its contents were digitalized on MS Powerpoint for multi-media based class. The thirty students were sampled for each experimental and control groups. The homogeneity and learning achievement of sample groups were tested for experiment. Same teacher took the classes of two groups and delivered same contents of course. Only difference between two groups was the delivery method, one is traditional classroom teaching method and the other was the multi-media based class. The learning achievements and satisfaction of sample were post-tested in order to analyze the learning effectiveness by comparing two teaching methods. The results showed that there was a significant difference between experimental and control group in learning achievement after ANCOVA controlled pre-test as covariance(F=5.08, p<.05). It means that the learning achievement of multi-media based class was higher than that of traditional classroom group. The results also showed that a significant difference in students' satisfaction between two groups (t=5.57, p<.001). This study concluded that using multi-media in class could produce more learning achievements and satisfaction of students than traditional classroom method.