• Title/Summary/Keyword: teenage game use

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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SNS Utilization of Youth and Use as a Learning Tool (청소년의 SNS 이용실태 및 학습도구로써의 활용방안)

  • kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.93-101
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    • 2020
  • Korea, as a leader of Internet and game sector in IT industry, has been playing an important role in increasing its industrial development. This country has won the first place in wireless broadband usage and contributed to Internet game industry development. This means that Korean use smartphones most. It is juveniles that use Internet and smartphones most among Korean who use teenage., the number of the teenagers who overuse smartphones or Internet has surpassed 200,000. The number of the adolescents who spend more time using smartphone and Internet is about 180,000 and the number of the teens who are over-dependent to smartphone having trouble living their lives is over 22,000. The SNS usage rate of the contents that teens are most likely to use has accounted for over 80 percent. Among teens, SNS is being considered as a major means that builds relationship due to smartphone technology and the prevalence of smartphones. However, the use of SNS among youths has two sides; one is positive, the other negative. Not only does SNS have a positive function that it keeps relationship but it also has a negative function that it can lead to smartphone addiction.

A Study on the Related Factors with Internet Addiction of the 11th Grade Students in an Urban Area (도시지역 일부 고등학생을 대상으로 한 인터넷 중독 실태와 관련된 요인 연구)

  • Lee, Moo-Sik;Ko, Kyung-Jae;Lee, Hyo-Jin;Nam, Wook;Kim, Eun-Young;Hong, Jee-Young;Na, Bak-Ju;Kim, Keon-Yeop
    • Journal of Preventive Medicine and Public Health
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    • v.36 no.4
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    • pp.390-398
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    • 2003
  • Objectives : To evaluate the degree of adolescent internet addiction, and investigate its relationship to the general characteristics, internet environments, and contents, especially the stress measured by the psychosocial wellbeing index-short form(PWI-SF). Methods : The data was obtained from self-administered questionnaires from 886 11th grade urban area students. The questionnaires consisted of general characteristics, internet user's environments, frequencies by internet contents, internet addiction test and PWI-SF. Results : The possible rate of internet use at home was 95.1%, and the area of most internet use was the home. The frequencies of internet game and porno site use were higher in males, with web searching and community uses higher in females. The total mean of internet addiction score was 56.8, and was higher for male than for female students. From multiple regression, as analyzed by the internet addiction score as a dependent variable, on-line friends, internet use times, years of internet use, frequencies of internet game, & porno site use, and PWI-SF scores were significant in male. Internet use times, the frequencies of internet game, chatting, community use, and PWI-SF score were significant in female. Four PWI-SF subscales(social role & self reliability, depression, general health & vitality, and sleep disturbance & anxiety) and internet addiction were significantly correlated in both male and female students, with depression having the most correlation. Conclusion : The results of this study suggest that intervention should be provided to prevent internal addiction, especially for coping with stress in Korean teenage students.