• Title/Summary/Keyword: excessive immersion in smartphones

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The Mediating Roles of Preschoolers' Self-regulation in the Relationship Between Maternal Parenting Behaviors and Preschoolers' Excessive Immersion in Smartphones (어머니의 양육행동과 유아의 스마트폰 과몰입 간의 관계에서 유아의 자기조절능력의 매개적 역할)

  • Park, Bokyung;Park, Nam-Shim
    • Korean Journal of Childcare and Education
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    • v.14 no.5
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    • pp.117-136
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    • 2018
  • Objective: This study examined the mediating roles of preschoolers' self-regulation in the relationship between maternal parenting behaviors and preschoolers' excessive immersion in smartphones. Methods: A total of 268 mothers of preschoolers responded to questionnaires on three research variables. Data were analyzed by correlation analyses and regression analyses. Results: First, maternal warmth/encouragement was negatively related to preschoolers' excessive immersion in smartphones, while maternal overprotectiveness/permission and rejection/neglect were positively related to preschoolers' excessive immersion in smartphones. Second, maternal warmth/encouragement and limit setting were positively linked to preschoolers' self-regulation, but maternal overprotectiveness/permission and rejection/neglect were negatively linked to preschoolers' self-regulation. Third, preschoolers' self-regulation was negatively associated with their excessive immersion in smartphones. Finally, preschoolers' self-regulation fully mediated the relationship between maternal warmth/encouragement and preschoolers' excessive immersion in smartphones, and preschoolers' self-regulation partially mediated the relationship between maternal overprotectiveness/permission, rejection/neglect and preschoolers' excessive immersion in smartphones. Conclusion/Implications: The results of this study suggest that positive maternal parenting behaviors and preschoolers' effective self-regulation are important in order to decrease preschoolers' smartphone overuse. These findings provide empirical evidence to develop programs for prevention and intervention of preschoolers' smartphone addiction.

The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior (유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향)

  • Cho, Jung-Jin;Cho, Anna
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.647-657
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    • 2015
  • The purpose of this study is to investigate how young children's excessive immersion in smartphone games affects their prosocial and problematic behavior. To achieve the purpose, a qustionnaire survey was conducted with 147 children aged 3 to 5 going to two kindergartens and two child-care centers which were judged to have similar social and economic conditions, their mothers, and 16 teachers in charge of them. For data processing, SPSS 18.0 program was used to conduct frequency analysis, correlation analysis, and simple regression analysis. The study results were presented as follows. First, the more seriously the young children had excessive immersion in smartphone games, the more negatively their prosocial behavior was influenced. Secondly, the more severely the young children had excessive immersion in smartphone games, the more problematic behavior the young children had. This study is meaningful in the point that it analyzed the impact of their addiction in smartphone games on their prosocial and problematic behavior, and thereby helped to improve a plan of effectively using smartphones as educational media.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.