• Title/Summary/Keyword: game addiction

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Effects of Internet Game Addiction, Family Functioning, Offense Eexperience, Victimization Experience on Possibility of Peer Violence in Elementary School Students (초등학생의 인터넷게임 중독, 가족기능성, 또래폭력 가해경험, 피해경험이 또래폭력 행위가능성에 미치는 영향)

  • Lee, Kyung Hee;Lee, Kyoung Sook
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.425-436
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    • 2017
  • This study was done to explore the correlation among internet game addiction, family functioning, offense experience, victimization experience, possibility of peer violence and to identify factors related the possibility of peer violence. Participants were 789 elementary school students with survey. SPSS/WIN(20.0 version) were used to analyze the collected data. Internet game addiction was negatively correlated family functioning and was positively correlated the offense experience, victimization experience, possibility of peer violence. Multiple regression analysis showed the factors as offense experience of peer violence and relationship with teacher significantly accounted for 63.1% of the possibility of peer violence. In conclusion, it is need to health education for prevention of internet game addiction and breaking offense experience. The activating relationship with teachers are alternative plan that prevent to possibility of peer violence.

Relationships between Children's Aggression and the Variables as Individual, Family, and School Adjustment (아동의 개인, 가족 변인 및 학교적응과 공격성의 관계)

  • Lee, Kyung-Nim
    • Korean Journal of Human Ecology
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    • v.15 no.1
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    • pp.31-44
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    • 2006
  • This study examined relationships between children's aggression and the variables such as individual, family, and school adjustment. For this study, individual variables included age, self-esteem, and game-addiction tendency. Family variables included mother's controlling parenting, child-abuse, parents' marital conflict. As for school adjustment, teacher relations, peer relations, classroom and rule adjustment in school were examined. The sample consisted of 642 children of the fifth and sixth grade in Busan. Statistics and methods used for data analysis included frequency, percentage, Cronbach's alpha, factor analysis, two-way Anova, Pearson's correlation, and Hierarchical Regression. Several major results were found from the analysis: First, boys' aggression was higher than girls'. But no age difference was found in children's aggression. Second, game-addiction tendency had a positive correlation with children's aggression. In addition, self-esteem had a negative correlation with boys' aggression. Third, mother's controlling parenting had a positive correlation with children's aggression. Child abuse had a positive correlation with boys' aggression, and parents' marital conflict with girls' aggression. Fourth, teacher relations, peer relations, classroom and rule adjustment in school had a negative correlation with boys' aggression. In addition, rule adjustment in school had a negative correlation with girls' aggression. Fifth, game-addiction tendency, rule adjustment in school, self-esteem, mother's controlling parenting and teacher relations in school were important variables predicting boys' aggression. On the other hand, game-addiction tendency and rule adjustment in school were important variables predicting girls' aggression.

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Tendencies toward Game Addiction in the Group of Adolescents with Highly-educated Parents (고학력부모를 둔 청소년의 게임중독 성향)

  • Kim, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.184-197
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    • 2013
  • The purpose of this study is to research the reason of higher tendencies toward game addiction in the group of adolescents with highly educated parents than the group of adolescents with non-highly educated parents. The results show that the variables affecting adolescents' game addiction in the group of adolescents with highly educated parents are very different with those in the group of adolescents with non-highly educated parents. In the group of adolescents with highly educated parents, most of variables related to family function and communication types are not significantly affecting game addiction, while they are affecting in the group of adolescents with non-highly educated parents. This indicates that highly educated families might have particular family system related to stratification culture.

The Relationship of Internet Game Addiction to Psycho-Emotional Variables (인터넷 게임중독과 정신-정서적 변인과의 관계)

  • Kim, Jung-Ae;Cho, Eui-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.29-37
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    • 2015
  • The purpose of this study was to research on the relationship of Internet Game Addiction to Psycho-emotional Variables(self-identity, depression, meaning of life). The cross-sectional descriptive study design was used. We selected 275 adults through randomised sampling and analysis the result by chi-square test and hierarchial regression method. The result of this study was as follows; The effects of personal characteristics to Internet Game Addiction was sex, age, smoking and family including social characteristics were level of mother's education, father's education, and family economic status in a row. The relationship of Internet Game Addiction to Psycho-Emotional Variables were self-identity and depression. Therefore we suggest that the practical support system for 20's age adult to increase the self-identity and decrease the depression will be applied.

Development and validation of the Korean Game Addiction Scale for Children and Adolescents (한국형 아동/청소년 게임 중독 척도의 개발 및 타당화)

  • Kim, Kyo-Heon;Choi, Hoon-Seok;Kwon, Sun-Jung;Ryong, Joung-Soon
    • Korean Journal of Health Psychology
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    • v.14 no.3
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    • pp.511-529
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    • 2009
  • The purpose of this study was to develop and validate Korean Game Addiction Scale for children and adolescents. Data from a representative sample of 3,115 children and adolescents residing in Korea were analyzed to identify the factor structure and reliability of the scale. In addition, criterion-related evidence of validity (concurrent and convergent) was examined. Consistent with our theoretical assumptions, the Korean Game Addiction Scale revealed a stable higher order factor structure (second order-one factor, first order-seven factors), and the reliability of the scale was high (average Cronbach's alpha = .84, six week test-retest reliability = .75). The scale was also showed high levels of concurrent and convergent validity. Implications of the findings and directions for future research on game addiction are discussed.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

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
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    • v.13 no.4
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    • pp.59-69
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    • 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.

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An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.89-102
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    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives (인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰)

  • Kim, Nahyun;Hong, Seung Hee
    • Journal of Korean Biological Nursing Science
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    • v.17 no.3
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.

Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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