• 제목/요약/키워드: game addiction

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고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인 (Computer Game Addiction and it's Predictors of Korean Elementary School Children)

  • 오원옥
    • Child Health Nursing Research
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    • 제10권3호
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    • pp.282-290
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    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

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게임 중독 요인추출에 관한 탐색적 연구 (An Exploratory Study on the Extraction of Game Addiction Factors)

  • 박정은;권혁인
    • 한국IT서비스학회지
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    • 제6권3호
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    • pp.163-177
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    • 2007
  • This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category 'regular user', 90 points and 114 between the terms 'potentially dangerous user' and 13 percent of the overall. Finally, more than 115 points in the 'high-risk user' has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.

온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로 (Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students)

  • 최병구;왕신위;이재남
    • Journal of Information Technology Applications and Management
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    • 제22권2호
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

The impact of Computer Game Addiction on Communication capabilities

  • Kim, Jung ae;Lee, Byunghyun
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권1호
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    • pp.75-84
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    • 2019
  • This study was a cross-sectional descriptive research that investigate the level of addiction and analyzed the impact of computer game addiction from 20 to 30 years old on communication capabilities. The purpose of this study was to investigate the level of game addiction according to general characteristics and to confirm the effect of computer game addiction on communication ability. There were a total of 220 participants in the study. This survey for this study was a self-reporting questionnaire, research tools for this study were developed by Lee (2000) using game addiction and Communication ability developed by Frits et al., (1999). Data analysis was analyzed with frequency analysis, t-test, ANOVA, and Regression using SPSS 18.0. As a result of analysis, the difference between game addiction and communication ability by gender was appeared to be different under statistical significance levels: game addiction (t=-.9.2, p<0.01), subcomponents of communication ability, concentration (t=7.20, p<0.01), understanding (t=6.13, p<0.01), response (t=6.22, p<0.01), memory (t=2.88, p<0.05). The highest level of game addiction was appeared between 28 and 30 years old under statistical significance (p<0.01). Finally computer game addiction affects understanding, a subcomponent of communication capabilities.

개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향 (The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency)

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

가정내 인터넷 게임 사용 실태와 유아의 인터넷 게임 중독 경향성 (Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction)

  • 조은정;김지현
    • 한국생활과학회지
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    • 제19권6호
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    • pp.967-980
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    • 2010
  • This study examined preschoolers' usage of internet-games in a family context as well as their level of addiction to these games. Participants in this study were 221 mothers of preschoolers (111 boys, 110 girls) in Seoul and Gyeonggi Province. Lee's (2006) Internet-Game Addiction Scale for Preschoolers was used to assess preschoolers' level of internet-game addiction. Cho's (2010) questionnaire regarding home environment and internet-games was also administered. Data were analyzed with descriptive statistics, t-test, and ANOVA using SPSS WIN 12.0. Results were as follows: firstly, 74.7% of preschoolers were found to play internet-games. Secondly, the level of internet-game addiction was low, but boys showed higher levels of internet-game addiction than girls. Thirdly, preschoolers' level of internet-game addiction was different according to their number of siblings, time spent using internet-games, that age at which internet-games were first used as well as mother's employment status. Based on the results of this study, the danger of preschoolers' internet-game addiction and future directions of research are discussed.

아동이 지각한 어머니와의 의사소통과 자기통제가 게임풍독에 미치는 영향 (The Effects of Children's Perception of Communications with Mothers and Self-Control on Game Addiction)

  • 이경님
    • 대한가정학회지
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    • 제41권1호
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    • pp.77-91
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    • 2003
  • The purpose of this study was to explore the effects of children's perception of communications with mothers and self-control on game addiction. The subjects were 739 children of 4th, 5th and 6th grade. The subjects rated themselves on questionnaires regarding communications with mothers, self-control and game addiction scale. The major findings of this study were as follows: 1) 6th grade children addicted more than 4th and 5th grade children. And boys addicted more than girls. 2) Sex had a direct and indirect effect through children's perception of problematic communications with mothers and self-control on game addiction and was the first contribution factor Children's self-control had a first direct negative effect on game addiction. 3) Children's perception of problematic communications with mothers had a direct positive effect and an indirect positive effect through self-control on game addiction. Grade had a direct positive effect and an indirect positive effect through children's perception of open and problematic communications with mothers and self-control on game addiction. Children's perception of open communications with mothers had a direct positive effect and an indirect negative effect through self-control on game addiction.

인터넷 게임중독이 불안을 매개로 삶의 만족도에 미치는 영향: 중국 하얼빈 지역 남자 대학생을 중심으로 (The Mediating Effect of Anxiety on the Relationship between Internet Game Addiction and Life Satisfaction: Focusing on Male University Students in Harbin, China)

  • 최운선
    • 한국가족복지학
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    • 제23권4호
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    • pp.613-632
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    • 2018
  • The purpose of this study is to review Chinese policy on internet game addiction, and understand the level of internet game addiction, anxiety, and life satisfaction levels, and examine how game addiction affects life satisfaction with anxiety as a medium among male university students in China. In order to achieve the goals of the study, a survey was conducted on 240 male university students in Harbin, China. The research results are as follows. First, the internet game addiction level of male university students was at a relatively low level. Only 2.9% scored over 36 points, the litmus test for the category of clinical criterion, whereas the majority belonged to the general user group. Meanwhile, anxiety was at an intermediate level, along with a relatively high level of life satisfaction. Next, internet game addiction showed a positive correlation with anxiety, and a negative correlation with life satisfaction level. A negative correlation was found between anxiety and life satisfaction level. Lastly, anxiety was found to play a complete mediation role, as a mediator variable between internet game addiction and life satisfaction level. Based on the above results, policy and practical suggestions are proposed to improve the mental health of university students and to prevent and treat game addiction within China.

게임 이용자의 과몰입을 탐지하기 위한 시스템 개발 (Development of a system for detecting game user's addiction)

  • 오성균;윤태복
    • 한국게임학회 논문지
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    • 제18권5호
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    • pp.23-30
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    • 2018
  • ICT기술의 발달과 함께 게임 산업은 급속도로 성장하고 있다. 하지만 게임의 과도한 플레이로 인하여 정상적인 생활이 어려운 사례가 등장하고 있다. 이러한 게임 과몰입에 대한 진단과 대응 방안의 연구가 필요한 실정이다. 본 연구는 게임 이용자의 게임 이용 정보를 기반으로 게임 과몰입을 진단하는 시스템을 제안한다. 과몰입 진단 시스템을 개발하기 위하여 과몰입 및 선용 이용자를 분류하고, 실제 게임 환경에서 로그 정보를 수집하여 모델링하였다. 게임 이용자의 과몰입 및 선용군 모델은 새로운 게임 이용자의 과몰입 유무를 진단할 수 있는 지식으로 활용하였다. 실험을 통하여 의미있는 결과를 확인할 수 있었으며, 진단 결과에 따라 문자서비스, 리포팅 등의 서비스 방안도 제시하였다.

인터넷게임중독 청소년과 비중독 청소년의 스트레스 수준과 HPA axis 활성도 비교 (Comparison of Stress Level and HPA axis Activity of Internet Game Addiction vs. Non-addiction in Adolescents)

  • 김은화;김나현
    • Journal of Korean Biological Nursing Science
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    • 제15권4호
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    • pp.173-183
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    • 2013
  • Purpose: The purpose of this study was to compare the stress level and HPA axis activity of an internet game addiction group and non-addiction group in adolescents. Methods: A cross-sectional comparative study was performed with 140 male high school students from 9 vocational high schools at W city. Data were collected from July to September, 2012, using a questionnaire for measuring internet game addiction and stress level, blood samples for serum ACTH, and cortisol level for HPA axis activity. Data were analyzed using descriptive analysis, $X^2$-test, t-test, ANOVA, and Pearson correlation coefficient with SPSS/WIN 15.0. Results: The stress level of the internet game addicted group was significantly higher than that of the non-addicted group (p<.001). The serum cortisol level was also significantly higher in the internet game addicted group than in the non-addicted group (p<.026). The serum ACTH level was higher in the internet game addicted group more than in the non-addicted group (p<.072). Conclusion: These results showed that internet game addiction could increase stress level and HPA axis activity in high school adolescents. Thus, a nursing approach to prevent and relieve internet game addiction should be initiated to stabilize the HPA axis of internet game addicted adolescents.