• Title/Summary/Keyword: 영아-어머니 게임

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Mother-Infant Interactions in Social Games (사회적 게임에서의 영아-어머니 상호작용)

  • Lee, Mi Ran;Lee, Young
    • Korean Journal of Child Studies
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    • v.21 no.3
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    • pp.25-40
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    • 2000
  • This study investigated the development of infant behaviors and maternal scaffolding in mother-infant games. Subjects were 60 mothers and their 9-, 12-, 15- and 18-month infants, 15 dyads in each age group. Mother-infant interaction was videotaped in the laboratory as they played peek-a-boo and a ball game in 2 sessions. Infant game behaviors were classified by the Rome-Flanders, Cossette, Ricard and $D{\acute{e}}carie$(1995) list, and maternal game behaviors were classified by the Hodapp, Goldfield & Boyatzis(1984) list. Data were analyzed by one-way ANOVA, two-way ANOVA with repeated measures, sequential analysis and Z test as well as qualitative analysis. Results showed that infants played an increasingly active role with age. Infants mastered the ball game at earlier age than peek-a-boo. Mothers scaffolded infant behaviors in various ways. The amount of maternal game behavior varied by type of game.

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The Study of the Comparison on Factors Influencing Internet Game Addiction among Male Middle and High school students (남자 중·고등학생의 인터넷 게임중독에 미치는 영향요인 비교 연구)

  • Kwon, Jin;Park, Jee-Eun;Oh, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.75-86
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    • 2016
  • The aim of this study was to compare the factors influencing internet game addiction among middle and high school boys. The data was analysed from "Survey on the Online and Game and Family Leisure Activities of Youth and Children in 2009" conducted by the Korean Youth Policy Institute. According to the results, the average time on the weekends and average time on the holidays, and the leisure constraints had a significant effect on the internet game addiction both groups. On the other hand, there were significant differences in the communication with parents between middle and high school boys. Accordingly, this study suggests a preventive internet game addiction program be developed. In addition, it is important to improve efficient communication skills between children and parents.

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.