• Title/Summary/Keyword: 인터넷게임중독

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A Study on the relationship between the patterns of internet utilization and the internet addiction (중학생의 인터넷 사용행태와 인터넷 중독증과의 관계)

  • Ahn, Young-Joon;Kim, Ja-Ok;Moon, Kyung-Rye
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1083-1091
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    • 2013
  • Internet addiction is a social problem occurring by overuse of internet. And internet addiction is associated with pathologic personality but clinic study about Internet addiction disorder is lack. This study was designed to evaluate the relationship between internet addiction and pattern of internet utilization. We conducted a questionnaire survey on 1,984 middle school students in Gwang -Ju. We questioned about internet addiction, general characteristics, pattern of internet utilization. 11.8% of total number were internet addiction. Sex, religion, duration, time, place, obscene sites, most frequent using service is associated with internet addiction. Family number, occupation of parents, using internet in home, use of parents isn't associated with internet addiction. We show interest in general characteristics and pattern of internet utilization about internet addiction. So we council youths about internet problem in accordance with this study results. Then internet addiction and other psychologic problem are decreased.

Developing Internet Game Addiction Scale for Children (아동용 인터넷 게임 중독 척도 개발)

  • Kim, Seung Ok;Kim, Hye Soo;Lee, Kyung Ok
    • Korean Journal of Child Studies
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    • v.28 no.6
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    • pp.37-52
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    • 2007
  • This study was planned to develop an Internet Game Addiction Scale for 9- to 12-year-old Korean children. Based on literature review and analysis of counseling cases, the concept of the internet game addiction was defined. Items of the scale were developed and then the content validity of the scale was examined by 20 professionals. Then a preliminary survey of 188 3rd to 6th grade students was made, and the main survey of 699 3rd to 6th grade students throughout Korea. The main results are as follows; [I] Internet Game Addiction Scale consists of 3 factors with 20 items : game-oriented life(6 items), tolerance & mastery loss(7 items), and withdrawal & emotional experience(7 items); [II] appropriateness of item mean and standard deviation was proved, a 3-factor structure confirmed through factorial analysis and cross validation; [III] appropriateness of the scale confirmed through criterion validity and reliability.

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The Survey on the Degree of Link with Internet Space and a Internet Addiction Disposition of Adolescents (청소년의 인터넷 접촉 정도와 중독성향에 대한 조사)

  • Sang-chul Han
    • Korean Journal of Culture and Social Issue
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    • v.9 no.2
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    • pp.19-39
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    • 2003
  • The purpose of this study was to investigate the degree of link with internet media and a internet addiction disposition of adolescents. The subjects were 500 students attending to middle and high schools consisted of male and female. The instruments were "the questionnaire on the present conditions of internet use" consisted of 14 items(Cronbach's α=.71) and "the internet addiction rating scale" consisted of 20 items(Cronbach's α=.73). These questionnaire were revised by this researcher. For data analysis, chisqure and ANOVA were used. The main results were as follows. First, a boy students and the vocational high school and the middle school each have more negative response than a girl students and the humanistic high schools in the present conditions of internet use and the judgement on a harmful object of internet space. Second, a boy students have higher than a girl students in an internet addiction disposition. Third, an internet addiction related with the times link with internet, the type of internet game, and the content of internet space(a lustful and violent objects). The various methods for the prevent with the internet addiction of adolescents discussed with based on the previous studies.

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Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.

Convergent Factors Affecting Problem Behaviors in Out-of-school Adolescents: A Focus on Gender Difference (학교 밖 청소년의 문제행동 관련 융복합적 요인: 성별차이를 중심으로)

  • Lee, Jaeyoung
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.333-342
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    • 2018
  • The objective of this study was to investigate the problem behavior and its convergent factors in out-of-school adolescents, with a focus on gender differences. This study was a secondary data analysis study using out-of-school adolescents research data at Busan women and family development institute. The study was conducted in a total of 499 out-of-school adolescents (337 males, 162 females). The type of the 8 problem behaviors (run away from home, drop out, prostitution, violence, internet game addiction, theft, drug addiction, and smoking) were identified. The collected data were analyzed with multiple logistic regression. Among the problem behaviors of the participants, internet game addiction and theft were more significantly high in male out-of-school adolescents than female out-of-school adolescents. In internet game addiction, male out-of-school adolescents were 1.90 times higher than female out-of-school adolescents (p=.008, 95% CI=1.18-3.06). In theft, male out-of-school adolescents were 1.92 times higher than female out-of-school adolescents (p=.006, 95% CI=1.21-3.03). When the social measures were provided for those adolescents, a distinguished approach is required depending on the problem behavior and gender.

Effects of Perceived Stress of University Students on Internet Gaming Disorder and Lifestyle: Focusing on Mediating Effects of Social Support (대학생의 지각된 스트레스가 인터넷게임장애에 미치는 영향과 생활습관: 사회적 지지의 매개효과를 중심으로)

  • Seo, Bo-Kyung;Seong, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.653-664
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    • 2020
  • The purpose of this study was to investigate the actual status of Internet gaming disorder in university students, the relationship between perceived stress, social support, lifestyle and Internet gaming disorder, and the medium effect of social support in the relationship between perceived stress and Internet gaming disorder. The main results of the survey and analysis of 1,154 university students located in Gyeonggi Province are as follows. First, the prevalence of Internet gaming disorder among university students was 14.0 percent, which is very high. Second, the perceived stress had a positive correlation with the Internet gaming disorder. The more negatively perceived stress events occurred by university students, the higher the degree of internet gaming disorder was. Third, social support had a negative correlation with perceived stress and internet gaming disorder. The higher the support of parents, friends, and others, the lower the perceived stress and the lower the internet gaming disorder. Fourth, social support partially mediated the relationship between perceived stress and Internet gaming disorder. Even though stress was negatively perceived, the degree of internet gaming disorder was low when social support was high. Fifth, among the lifestyle habits of students, the rate of alcoholism was higher in the Internet gaming disorder group than in the non-disorder group. Finally, the results of the study and ways to prevent Internet gaming disorder among university students were discussed.

The Relationship between Internet Addiction and School Life Adjustment in Elementary School Students (초등학생 아동들의 인터넷 중독과 학교생활 적응과의 관계)

  • Kim, Kyung-Bin;Lee, Moo-Sik;Na, Baeg-Ju;Hong, Jee-Young;Hwang, Ji-Hye
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.1205-1208
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    • 2010
  • 본 연구는 초등학교 5, 6학년 학생의 인터넷 중독과 학교생활 적응과의 관계를 파악하여 인터넷 사용에 대한 교육적 지도방안과 인터넷 중독 예방프로그램 개발의 기초 자료를 제공하고자 시도되었다. 자료는 2009년 7월 1일에서 7월 24일까지 제주특별자치도에 위치한 초등학교 6개교(동지역 4개교, 읍지역 2개교)를 무작위 추출하여 5, 6학년 학생 총 1195명을 대상으로 조사하였다. 자료 분석은 SPSSWIN(12.0 한글판) 프로그램을 이용하여 카이제곱검정, t-검정, 일원배치 분산분석, 상관분석, 다중회귀분석의 통계적 방법을 이용하였다. 본 연구의 주요 결과는 첫째, 대상자의 인터넷 중독 정도는 고위험군 55명(5.5%), 잠재적위험군 49명 (4.9%), 정상군 900명(89.6%)으로 나타났으며, 둘째, 대상자의 일반적 특성에 따른 인터넷 중독 정도를 분석한 결과 성별, 형제자매 유무, 학교성적에 따라 유의한 차이가 있었다. 셋째, 대상자의 컴퓨터 사용 특성에 따른 인터넷 중독 정도는 최초 인터넷 이용 시기, 인터넷 이용용도, 하루 인터넷 사용 시간, 부모컴퓨터 사용 여부에 따라 유의한 차이가 있었으며, 넷째, 인터넷 중독과 학교생활 적응과의 관계를 분석한 결과 학교생활 부적응인 경우는 '고위험군' 32명(58.2%), '잠재적위험군' 24명(50.0%), '정상군' 257명 (28.7%)으로 고위험군과 잠재적위험군이 정상군보다 학교생활 적응 정도가 낮은 것으로 조사되었다(p<0.01). 다섯째, 인터넷 중독에 유의한 영향을 주는 변수는 학교생활 적응 정도, 성별, 하루 인터넷 사용시간, 인터넷 이용용도, 인터넷 이용 상황, 어머니 직장 유무, 거주 지역, 부모 컴퓨터 사용여부, 최초 인터넷 이용시기이었다. 학교생활 적응 정도가 낮을 때, 남학생, 하루 인터넷 사용시간이 3시간 이상, 인터넷 이용 용도가 '게임', '스트레스가 쌓였을 때' 인터넷을 이용하는 경우, 어머니 직장이 있는 경우, 거주 지역이 동지역, 부모님이 컴퓨터를 사용할 줄 모르는 경우, 최초 인터넷 이용 시기가 취학 전인 경우가 인터넷 중독 점수가 높은 것으로 나타났다. 여섯째, 학교생활 적응에 유의한 영향을 주는 변수는 인터넷 중독 점수, 학교성적, 가정경제수준, 거주지역, 인터넷 이용용도, 학년이었다. 인터넷 중독 점수가 낮을수록, 학교성적이 높을수록, 가정경제수준이 잘 살수록, 거주지역이 동지역, 인터넷 이용용도가 '정보검색, 홈페이지관리/메신저', 5학년인 경우에 학교생활 적응을 더 잘하고 있는 것으로 나타났다. 이상의 결과를 종합해 보면, 학교생활 적응 정도가 낮을수록 인터넷 중독 점수가 높게 나타나고 있고, 인터넷 중독 경향이 높을수록 학교생활 적응 수준이 낮게 나타나고 있음을 알 수 있다. 아동들은 하루중 대부분의 시간을 학교에서 생활하고 있기 때문에 학교생활 적응은 아동들이 건전한 성인으로 성장하는데 중요한 요인이 된다. 또한, 인터넷사용률 증가와 최초 인터넷 이용 연령층이 점점 낮아지고 있음에 따라 인터넷 중독률이 자연스럽게 점점 높아질 것으로 예측되어진다. 따라서, 가정과 학교가 연계하여 아동들의 인터넷 사용에 대한 지속적인 관심과 지도가 필요하며, 인터넷 중독경향이 높은 아동들이 학교생활 적응을 잘할 수 있도록 인터넷 중독 치료 및 예방교육 프로그램 운영이 필요하다 하겠다.

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COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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The Effect of Myungsimbogam Lessons on Information and Communication Ethics (정보통신윤리의식에 대한 명심보감 학습의 효과)

  • Son, Kyung-Ho;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.165-172
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    • 2012
  • Information-oriented society caused by development of computer and communication has benefited us with a convenient life. However, its side effects are widespread, which increases the need of the education of information and communication ethics. In this study, we take an approach of virtue education to cultivate information and communication ethics, as virtue is required to make a desirable information-oriented society. Lessons of Myungsimbogam were administered to the 6th grade elementary school students for nine weeks. The results demonstrated positive effects in internet addiction, chat addiction, and netiquette for the experimental group. However, no positive effects in game addiction were found.

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