• Title/Summary/Keyword: 컴퓨터중독

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A Study on the Game Addiction of Children with Domestic Violence Experience (가정폭력을 경험한 아동의 게임중독 연구)

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.145-156
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    • 2015
  • The aim of this study is to identify whether the domestic violence experience of children has an impact on their game addition and to verify the direct effects and moderating effects of social support. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 328 subjects of domestic violence experience from were analyzed. The analytic results are as the following. When verifying the impact of a domestic violence experience of children on their game addiction, domestict violence was found as the key variable that has a negative impact on children's game addiction. The results indicated that children with higher levels of domestict violence more likely to have higher levels of game addiction. Furthermore, boy's addiction degree to game was higher than girls' and lower education levels of mother, higher grades were found to be associated with higher game addiction. The impact of children's social support on their game addiction was analyzed. The analytic results suggest that social support has a impact on their game addiction. In other words, higher social support means lower game addiction. The moderating effect of social support was analyzed. Social support check the moderating effect of domestic violence of children on their game addiction. The Implications of these findings were discussed.

Self-Control of College Student According to the Usage Pattern on the Smart Phone (스마트폰 사용 형태에 따른 대학생 자기통제력 (인문계 및 이공계 대학생에 따라))

  • Choung, Hye Myoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.335-336
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    • 2016
  • 본 논문에서는 인문계 대학생과 이공계 대학생들의 스마트폰 사용이 어떻게 다른지 그 차이점을 알아보고 자기통제력 척도를 활용하여 자기통제력 정도를 측정하고 자기통제력 정도에 따라 표준화된 스마트폰중독 진단척도를 사용하여 측정한 스마트폰 중독 정도를 두 계열 학생들이 유형을 서로 비교해보고 각각의 전공분야에 맞는 바람직한 스마트폰 활용 방안을 모색해 보고자 한다.

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Research Trends in Art Therapy for Internet Addiction in Korea: from 2000 to 2015 (인터넷 중독에 관한 국내 예술치료 연구동향: 2000년부터 2015년까지의 연구를 중심으로)

  • Park, Yun-Mi;Chung, Mihyun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.6
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    • pp.53-62
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    • 2015
  • This study analyzes the evolutions of art therapy as a mean to apply it for treatment of internet addiction disorder and additionally provides insights to prevent this disorder through art therapy. For this purpose, we have investigated the art therapy based internet addiction treatment researches published in South Korea from 2000 to 2015. The analyzing method used in this study was based on modification of previously published domestic researches covering the following 3 criteria: research objects (age, gender, number of participants in the experimental group), research subjects (single technique numbers, single technique types, study areas, research topics), research methods (research type, research design, measurement method, treatment period). Based on the results of current study, we have proposed various suggestions for improvement of art therapy to treat internet addiction with higher efficiency.

A study on mobile phone addiction of college students (D-College) (대학생의 휴대폰 중독에 관한 연구(D 대학중심))

  • Lee, Jae-Do
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.159-167
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    • 2007
  • This study executed questionnaire surveys on 482 undergraduates of D-college to review the extents of spam letter messages received through the mobile phones of college students and the extents of their addiction to mobile phones. It was revealed that each college student received one or two spam letter messages on average a day. Among the received spam messages were the messages containing the contents of commodity advertisements most frequent and the surveys indicated that spam messages are hardly read. As for the addiction to mobile phones, the average score of addiction of the respondents was indicated to be 38.73 based on the full score of 100 and the number of the ones with the scores of 60 or more was 47 which is 9.75% and the ones with the scores of 70 or more was 13 which is 2.70%. Also the younger the students were, the higher were the numbers of the students included in the addictive group and the number of students from other areas included in the addictive group was high and the number of the students in 2years system included in the addictive group was higher than the number of the students in 3years system included in the addictive group.

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The Development of Internet-addiction Healing Program Using Video Communications (화상 통신을 이용한 인터넷중독 치료프로그램 개발)

  • Kwon, Chang-Oh;Kim, Kil-Mo;Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.5
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    • pp.23-33
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    • 2009
  • In order to help them to use the Internet properly, a study on development and application of Internet-addiction healing program using video communications was conducted and proved fruitful. The eight-session program was performed on students categorized into the high risk group for about three weeks(three times a week). After the completion of the program, the students took a self-test and the changes of the scores were analyzed. Furthermore, qualitative analysis was performed on counseling process to compensate for the reliability reduction posed by limited sampling. This study can be summarized as follows. First, the symptoms of teen Internet addiction were alleviated. The effectiveness of the application of the program was verified by the fact that all the subjects were categorized into the general user group from the high risk group. Second, in the six sub-regions of the Internet-addiction self-testing, the scores changed positively. Third, the students were actively engaged in the counseling process due to the fact that the Internet addiction healing program by means of video communications had aroused their interests.

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A Study on the Effect on Flow and Smartphone Addiction by Smartphone User's Self-determination (스마트폰 이용자의 자기결정성 이론이 플로우 및 스마트폰 중독에 미치는 영향)

  • Kim, Hyo-Jung;Ahn, Hyun-Sook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.35-45
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    • 2015
  • The development of ICT in the 21st century in many ways, affecting the human life. These developments are many positive influence, such as convenience and efficiency, but has also shown negative effects, such as Smartphone addiction. This study is based on advanced research to determine whether Self-determination motivation theory such as the autonomy, competence, relatedness has a significant effect on Smartphone addiction. And also explore the relationship between Flow with Smartphone addiction based by the autonomy, competence, relatedness, playfulness. To sum up the results of the study as follows; First, the autonomy was shown to have a negative impact on Flow. Second, the competence, relatedness, playfulness was shown to have a positive impact on Flow. Third, the Flow was shown have a positive impact on Smartphone-Addiction. Also, the details of Smartphone addiction, preoccupation, life difficulty, usual, excessiveness were shown to be affected by the Flow.

A Study on Internet Addiction of Teenagers and College Students, and Development of Therapeutic Techniques (청소년과 대학생의 인터넷 중독 실태 및 치료기법 개발에 관한 연구)

  • Lee, Hun-Jae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.157-165
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    • 2012
  • The purpose of this study is to treat the students addicted to the internet by implementing a program using computers. In order to accomplish the purpose, the program was created by combining the game making activities using scratch programming, self-examination activities, and future occupation search activities. This treatment program will have major positive effects on the students who are addicted to the internet. First, it will be effective for reducing the time for using the internet and it will also improve the addictiveness such as being immersed in playing games. Second, there will be a change in attitude toward the internet and an improvement in intellectual capacity of the students. They will realize the fun of making and sharing the programs with friends, and their thinking skills will be improved by getting training for algorithmic and creative thinking. Third, this treatment program will have positive effects on the students' affective domain. They will have deeper and wider perspective on occupation by searching their future occupation, and discover the meta-ego through self-examination., which in turn, help them gain confidence and feel a sense of accomplishment.

A Study on Smartphone Addiction and Mental Health Trend Improvement in Koreans (한국인의 스마트폰 중독과 정신건강 경향 개선에 관한 연구)

  • Choi, Do-Hyeon
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.22-27
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    • 2019
  • Along with the universalization of smartphones, smartphone addiction is becoming a physical and mental social problem. The purpose of this study was to investigate the relevance of the problems caused by addiction in 300 adolescents, adults and the elderly. The results showed that the use of SNS and messenger were most related to the negative factors such as health problems, depression, antisocial, schizophrenia, lower self-esteem, and lower social expectation. In addition, games and videos were analyzed to have relatively low negative problems. Focusing on the high addiction rate, the researcher further analyzed the preference for problem solution and discussed the improvement measures for smartphone addiction reduction.

The Mediation Model Verification of Interpersonal Skills on Impulsivity, Aggression and Game Addiction: Comparative analysis on School levels (충동성, 공격성과 게임중독의 관계에서 대인관계기술의 매개모형검증: 중고등학교급별 비교)

  • Kwon, Jae-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.87-98
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    • 2010
  • This study was to verify a related model between among Impulsivity, Aggression, Game Addiction, and Interpersonal Skills. Aggression was selected as prerequisite variables. And Interpersonal Skills was selected as a mediated variable. Which affected Game Addiction. Covariance structure analysis were conducted to test research hypotheses. The results are summarized as follows. The path coefficients of (Impulsivity$\rightarrow$Interpersonal Skills), (Impulsivity$\rightarrow$Game Addiction), (Aggression$\rightarrow$Skills), (Aggression$\rightarrow$Game Addiction), (Interpersonal Skills$\rightarrow$Game Addiction) were all significant. Second, it was proved that Impulsivity and Aggression played as inducting factors to their Game Addiction tendencies, and perceived Interpersonal Skills played as inhibiting factors which leads to decrease their Game Addiction tendencies. Third, the mediator effect of perceived Interpersonal Skills in the relation between Impulsivity, Aggression and Game Addiction was significant. Fourth, divided in school levels by and the result which analyzes, the middle school students interpersonal skills did not affect in game addiction. So there was not also a mediating effect. The high student the interpersonal skills which listens influences in game addiction. And mediating effect of interpersonal skills was. Therefore for the prevention and a treatment of game addiction the method to raise a interpersonal skills will be effective in the high students.

SOCIOPSYCHIATRIC CHARACTERISTICS OF ELEMENTARY SCHOOL CHILDREN WHO USE COMPUTERS EXCESSIVELY - ON THE BASIS OF CARERS' REPORT - (컴퓨터 과다사용 초등학생의 정신사회적 특성 - 보호자의 보고를 근거로 -)

  • Jhin, Hea-Kyung;Kim, Mun-Sun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.14 no.2
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    • pp.229-237
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    • 2003
  • Objectives:Among the studies related to excessive computer use, the studies for elementary school students are relatively rare. Because children have relatively poor ability to recognize and express themselves, the carers' information is important to assess the children. This study attempted to investigate the relationship between children's computer use and sociopsychiatric characteristics on the basis of carers' reports. Methods:The subjects of this study were 287 5th- and 6th-grade students in the elementary school in Seoul. The student carers were asked to answer the questions for children's computer use, the computer addiction test modified from Young's parent-child internet addiction test, Korean Personality Inventory for Children(K-PIC). SPSS(version 10) was used to analyse the differnece of computer use between genders and the relation of the computer addiction test with K-PIC. Results:1) The score of computer addiction test was significantly higher in male children than in female children and more male children compared to female children were distributed in the excessive user group. 2) The score of computer addiction test correlated with the scores of most clinical scales of K-PIC and the average scores of most clinical scale were significantly higher in the excessive user group than in the general user group. 3) More children with score above 65 in HPR, DLQ, FAM scale were distributed in excessive user group than in general user group. Conclusion:The 5th- and 6th-grade elementary school students with excessive computer use were found to show more sociopsychiatric problems. With these finding we suggest that social and clinical attention to the children who use computer excessively shoud be required.

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