• Title/Summary/Keyword: 인터넷게임 중독

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The Effect of Short-term Forest Therapy Camp on Youths with Internet Addiction Risk Group: Focused on the Biological, Neurocognitive and Psychosocial Aspects (인터넷중독 위험 청소년에 대한 단기 산림치유 효과: 생물학적, 신경인지적 및 심리-사회적 측면을 중심으로)

  • Chung, Ahn Soo;Choi, Sam Wook;Woo, Jong Min;Mok, Jung Yeon;Kim, Ki Weon;Park, Bum-Jin
    • Journal of Korean Society of Forest Science
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    • v.104 no.4
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    • pp.657-667
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    • 2015
  • This study examined the effectiveness of 'Forest Therapy (FT)' from the biological, neurocognitive and psychosocial perspectives. Adolescents who were classified as potential internet addicts took part in a FT program for two (once or twice) or three days. Before and after participating the program, Serum Brain-derived neurotrophic factor (BDNF), Comprehensive Attention Test (CAT), Children's Depression Inventory (CDI), and State Anxiety Inventory (STAI) were measured. It was found that FT led to positive consequences, indicated by increased serum BDNF, improved CAT performance, reduced internet use desire, greater resilience, and better social relationship. In addition, FT was partially effective in alleviating state anxiety level, when the participants were classified in accordance with FT exposure lengths. Overall, this study provides evidence that FT reduces symptoms related to internet addiction and promotes various qualities required for well-being.

Validation of the Internet, Game, and Smartphone Overuse Screening Questionnaires on Adolescent Sample (인터넷, 게임, 스마트폰 과사용 선별 질문지의 청소년 대상 타당화 연구)

  • Park, Kyeongwoo;Chang, Hyein;Jeon, Hong Jin
    • Korean Journal of School Psychology
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    • v.18 no.3
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    • pp.317-349
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    • 2021
  • This study was conducted to examine the reliability and validity of the internet (IOS-Q), Game (GOS-Q), and Smartphone (SOS-Q) Overuse Screening Questionnaires in a large community sample of adolescents. To achieve this goal, data from 9,336 middle school students (male: 4,796, female: 4,540) was divided into two groups and analyzed by conducting confirmatory factor analysis and exploratory factor analysis, respectively. We conducted another confirmatory factor analysis on a separate sample of data from 4,536 elementary school students (male: 2,260 male, female: 2,276) and 6,551 middle school students (male: 3,013, female: 3,538) from other populations. As a result of factor analysis, IOS-Q was consisted of 17 items, GOS-Q was consisted of 19 items, and SOS-Q was consisted of 18 items. The IOS-Q and GOS-Q factors were psychological dependence, failure to control use despite recognizing problems, dangerous use, and reduced interest in other areas while the SOS-Q factors were dangerous and obsessive use, failure to control use despite recognizing problems, reduced interest in other areas, and withdrawal/tolerance. Each factor reflected the major facets of behavioral addiction or impulse control disorder, and the questionnaires had good internal consistencies of .880-.915. Latent profile and ROC analyses were conducted to determine cutoff points for screening high-risk groups. Lastly, theoretical and practical implications as well as the limitations of this study were discussed.

A Study on Efficient information & communication ethic education for parents (학부모를 위한 효율적인 정보통신윤리 교육에 관한 연구)

  • Min, Kyung-Min;Ma, Dai-Sung;Kim, Jeong-Rang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1545-1548
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    • 2001
  • 인터넷을 잘 활용하면 생활에 유용한 도구가 될 수 있으며, 인간관계의 폭도 늘릴 수 있고, 다양한 활동을 통한 경험을 쌓을 수 있다. 그러나 한편으로 게임이나 통신 중독, 음란물 유통 등의 정보화 역기능을 일으키기도 한다. 자라나는 청소년들이 건전하게 인터넷을 활용하기 위해서는 부모의 관심과 지도가 필요하다. 이를 위해서는 부모가 정보통신기술 및 정보통신윤리에 대해 알아야 한다. 본 논문에서는 자녀 지도를 위한 학부모의 역할에 관심을 갖고 실제 설문을 통해 효율적인 학부모 정보통신 윤리 교육의 내용과 방법을 제시하였다.

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A Prediction Model for Internet Game Addiction in Adolescents: Using a Decision Tree Analysis (의사결정나무 분석기법을 이용한 청소년의 인터넷게임 중독 영향 요인 예측 모형 구축)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
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    • v.40 no.3
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    • pp.378-388
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    • 2010
  • Purpose: This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. Methods: The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. Results: From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet cafe$\acute{e}$, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). Conclusion: The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

A Study on the Application Development for the Drawing Test (디지털 기기에서의 그림검사를 위한 Application 개발 연구)

  • Kim, Sunhee K.;Kim, Sun-Joo
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.707-717
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    • 2021
  • The purpose of this study was to explore whether PPAT drawing using an application can be developed on digital devices for game addicts. The PPAT drawing test is useful and reliable for verifying problem-solving skills in how people pick apples. As a result of this study, the over-immersion group scored lower than the average user group in the "problem Solving" category of the PPAT drawing test using the PPAT drawing applicaion on digital devices, and expressed by not reaching for apples, or by picking apples without reasonable support. The findings in this study suggest that the PPAT drawing test application on digital devices has significantly demonstrated its original purpose of 'problem resolution', as well as future psychotherapeutic interventions for Internet over-immersion subjects as well as users who are familiar with digital devices.

Process of Social Stigma on Behavioral Addictions -The Attribution Affection Theory applied - (행위중독에 대한 사회적 낙인과정 - 귀인정서이론 적용 -)

  • Park, Keun Woo;Seo, Mi Kyung
    • Korean Journal of Social Welfare
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    • v.69 no.3
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    • pp.241-265
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    • 2017
  • This study was conducted to propose anti-stigma strategies by verifying the social stigma on behavioral addiction under the premise that social stigma is a main obstacle to the treatment of addiction. A research model was constructed by applying the attribution affection theory and the modified attribution affection theory, which are very useful for explaining emotional and behavioral responses to the persons with mental illness. In other words, when attributing the causes of behavioral addiction to the personally controllable things such as personality, will and lifestyle, social distance can be increased by the mediate of anger. However, when attributing the causes of behavioral addiction to biological factors that can not be controlled by an individual, there can exist two pathway, one is the arising of helping behaviors by the mediate of sympathy (the attribution affection theory), and the other is the aggravation in the social distance due to rising fear (the modified attribution affection theory). In order to verify the research model, 383 adult subjects mainly in South Gyeongsang Province were randomly presented with the vignettes of gambling addiction and internet game addiction, and asked about the causes of the problems and their emotional, prejudicial, and behavioral responses to them. As a result, all pathway had statistically significant predictive effect. Therefore, in the case of attributing to personal causes, social distance increased by the mediate of anger. In the case of attributing to biological causes, both pathway had significant predictive effect, but the indirect effect of the pathway predictive of the helping behavior by the mediate of sympathy was greater. Researchers suggested that anti-stigma strategies, which emphasize that behavioral addiction is a mental health problem requiring treatment, are necessary.

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A Study on the Internet Game and Smartphone Usage of the Senior Elementary School Students (초등학교 고학년의 인터넷 게임 및 스마트폰 이용실태에 관한 연구)

  • Lee, In-Suk;Lee, Mi-Hyoung;Kim, Hee-Kyung;Park, Jeong-Sook;Son, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.421-432
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    • 2020
  • This study was designed to determine the Internet game and smartphone usage status of senior elementary school students. Data were collected from 6 October 2018 to 30 September 2019, and 1618 subjects were analyzed using SPSS 18.0. As a result of the study, the I-GUESS rating was 6.1% in the high-risk group, and, the S-scale ratios were 10.1% for the potential-risk group and 0.8% for the high-risk group. Physical problems related to Internet games and using smartphones were experienced by 36.0% of the students, with eye fatigue being the highest at 20.4%. Emotional problems were found in 18.5% of the students, with anger being the highest at 6.8%. Social problems were experienced by 21.8% of the students, conflicts with parents being the highest at 10.3%. As a result of surveying the main content based on S-scale and I-GUESS, it was found that the higher the S-scale ratio and the I-GUESS rating, the more broadcast content was used. The correlation between I-GUESS rating and S-scale ratio showed that the higher the I-GUESS rating, the higher the S-scale ratio, and the higher the S-scale ratio, the higher the I-GUESS rating. Future research is necessary to develop an intervention program for elementary school students from a preventive perspective.

The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy (게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과)

  • Pyo, Myung-Hwa;Lee, Young-Man
    • 한국초등상담교육학회:학술대회논문집
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    • 2004.01a
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    • pp.105-118
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    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

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A Study on information & communication ethics education method for elementary school students (초등학생의 정보통신윤리교육 방안 연구)

  • Kim, Jeong-Rang;Min, Kyung-Min;Ma, Dai-Sung
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.225-233
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    • 2002
  • Students are getting more opportunities to use the internet at school and home with the development of information & communication technology and the spread of computers. It can be used for education; otherwise, it also has some negative side effects, such as, the circulation of unsound information, game addiction, the misuse and overuse of information. Information communication ethics education is needed to protect students from those negative side effects in cyber space. This paper presents the systematic education contents and ways to teach correct information communication ethics education form the results of questionaires to students, teachers and parents, and other related study.

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Correlations among Internet Games Addiction, Self-esteem and Physical Health in Middle School Students (중학생의 인터넷게임중독, 자아존중감 및 신체건강간의 관계)

  • Joo, Ae-Ran
    • Research in Community and Public Health Nursing
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    • v.18 no.2
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    • pp.331-339
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    • 2007
  • Purpose: This study was conducted to identify correlations among internet games addiction (IGA), self-esteem and physical health in middle school students. Methods: A total of 428 middle school students were selected through simple random sampling. Data were collected from the $15^{th}$ to $30^{th}$ of March, 2006. Data were analyzed using SPSS/PC program by frequency, $\chi^2$-test, t-test, ANOVA, Duncan test, Pearson's correlation coefficient, and Stepwise Multiple Regression. Results: 1. According to the results of analyzing the degree of IGA, the addicted group was 1.9% 2. Analysis of IGA according to the general characteristics showed that there were statistically significant differences in on-line friend, using time and major leisure. 3. Analysis of physical health according to the general characteristics showed that there were statistically significant differences in on-line friend and off-line friend. 4. IGA was in a significantly negative correlation with self-esteem. 5. In the results of regression, using time was identified as a factor influencing the IGA. Conclusion: Considering the results above, we need to develop IGA prevention programs to enhance physical health and self-esteem and to control using time.

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