• Title/Summary/Keyword: Addicted User Group

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Middle School Students' Addicted Use of Cellular Phone and their Psychosocial Characteristics (중학생에서 휴대폰의 중독적 사용 정도와 사회.심리적 특성)

  • Son, Hyun-Kyung;Lee, Hae-Jung;Ahn, Suk-Hee
    • Research in Community and Public Health Nursing
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    • v.17 no.4
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    • pp.552-562
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    • 2006
  • Purpose: This study was conducted to describe the state of middle school students' addicted use of a cellular phone and their psychosocial characteristics and to examine differences in psychosocial factors as impulsivity, stress, anxiety and classroom attitudes according to the level of addiction. Method: As the subjects of this study, 747 middle school students who use a cellular phone in B Metropolitan City were selected through stratified random sampling, and they were asked to answer a self-administered study questionnaire. Data were analyzed using frequency, descriptive statistics, $x^2-test$, t-test, and one-way ANOVA. Results Among the respondents, 15.7% fell into the addicted user group while 56.0% fell into the dependent user group and 28.3% turned out to be non-addicted users. The levels of impulsivity, stress and anxiety were higher in the addicted user group than in the dependent user group and the non-addicted user group. The addicted user group also showed a very bad learning attitude. Conclusion: Addiction to the use of a cellular phone, which may have negative influences on the users' psychosocial characteristics, needs to be detected earlier, and preventive education should be offered in order to prevent such addiction.

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Analysis of Elementary Students' Smartphone Addiction Level by Demographic Features (인구통계학적 특성에 따른 초등학생의 스마트폰 중독 수준 분석)

  • Lee, Soojung
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.1-8
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    • 2014
  • Recently, use of smartphones has increased so sharply at all ages that addiction problems have emerged. This study analysed factors, focusing on demographic variables, that impact on smartphone addiction of elementary students. First, differences between distributions of addicted groups and those between distributions of most frequently used smartphone functions per variable are analyzed. As a result, grade and academic achievements yield the biggest differences between distributions of addicted groups and gender, grade, and academic achievements yield differences between distributions of most frequently used smartphone functions. Also, differences between distributions of most frequently used smartphone functions per addicted user group are regarded significant. Furthermore, factors affecting smartphone addiction are analysed through the logistic regression analysis and decision trees, where grade, academic achievements, dual-income parents, and residential areas are found affecting in that order.

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The Research on Hopelessness Affecting the Internet Addiction of Teenagers (무망감이 청소년 인터넷 중독에 미치는 영향에 관한 연구)

  • Park, Sun-Young;Lee, Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.875-878
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    • 2007
  • This research is to identify the effects of Hopelessness, as a single latter among intermediary factors causing depression, on the Internet addiction of teenagers. This research measured the teenager students' state of hopelessness using Hopelessness Depression Symptom Questionnaire (HDSQ), which demonstrates the extent of hopelessness depression symptom, and Beck Hopelessness Scale (BHS), which exhibits Beck's hopelessness scale, after conducting the analyses on the reliability of those questionnaires, and question factors. Correlations between the group in hopelessness state and the user group via the Internet Addiction Self-Test (K-scale) was comparatively analyzed. The study result reveals that reliability and validity of the questionnaire were high. As a result of the comparative analysis between the hopelessness state group and the Internet addicted user group through sub-factors of the questions, all the sub-factors showed statistically significant differences. In particular, the average score of the high risk Internet addicted user group was highest in both HDSQ and BHS. Consequently, these results imply that hopelessness affects the Internet addicted users.

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The Relations Between Elementary Pupils' Game Addiction, Aggression and Personality (초등학교 학생들의 게임 중독과 공격성 및 인성과의 관계)

  • Lee, Chul-Hyun;Jeong, Gye-Hwan
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.417-438
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    • 2005
  • The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.

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The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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A Study on Sense of Self-efficacy and Stress Encountering Strategy of Smart-phone Addicted University Students (스마트폰중독 대학생의 자기효능감과 스트레스 대처전략에 관한 연구)

  • Baek, Yumi
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.173-183
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    • 2017
  • The purpose of this study is to find out the difference of sense of self-efficacy and stress encountering strategy of university students under the stress situation depending on the smart-phone user group (addiction group, general user group). For this purpose, the study issues are established as follows. First, it has analyzed what is the correlation of smart-phone addiction, sense of self-efficacy, and stress encountering strategy. Second, it has studied if there is any difference of sense of self-efficacy and stress encountering strategy for the smart-phone user group. In order to verify such study issues, For 1,670 university students in the Chungcheong area, smart-phone addiction scale, sense of self-efficacy scale, and stress encountering method scale were administered. Looking into the study result, first, as a result of the relativity analysis, it displayed the correlation of preference of test difficulty, self-control efficacy and important negative from the smart-phone addiction and sense of self-efficacy. In addition, all sub-variables of smart-phone addiction and avoidance orientation from the stress encountering strategy displayed the important positive correlation, and from the smart-phone addiction, the virtual world orientation and pursuit of social-support displayed the important negative correlations, and all sub-variables (interference with ordinary living, virtual world striving direction, withdrawal, resistance) of smart-phone addiction and problem solving-orientation displayed the negative correlation. Second, as a result of verification for the difference of the smart-phone addiction group and general use group following the sense of self-efficacy, the general use group is shown to have higher self-control efficacy sense than the addiction group. And third, as a result of verifying the difference of stress encountering following the smart-phone addiction group and general use group, the addiction group is shown to be lower than the general use group in terms of social support pursuit and problem solution orientation with the avoidance orientation shown to be higher. This type of result is expected to provide the base data when developing the smart-phone addiction preventive education program by finding out in details for the characteristics of smart-phone addiction group for university students.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

Relationship between Internet Game Addiction and Psychiatric Symptoms in a Child and Adolescent Psychiatric Clinic (일 대학병원 소아청소년 정신건강클리닉에 내원한 청소년에서 인터넷게임중독과 정신과적 증상의 관계)

  • Oh, Eun-Jeong;Choi, Sam-Wook;Lee, Hae-Kook;Park, Jang-Ho;Ahn, Joon-Ho;Choi, Ji-Eun;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.25 no.3
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    • pp.136-141
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    • 2014
  • Objectives : The aim of this study was to examine the relationship between internet game addiction and psychiatric symptoms. Methods : A total of 447 adolescents who were recruited from a child and adolescent psychiatric clinic of university hospital completed a self-report questionnaire consisting of Korean Internet Addiction Self-scale (K-scale), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), Korean-Attention-Deficit Hyperactivity Disorder Rating Scale (K-ARS), and Adolescent Happiness Index (AHI). They were classified into three internet user groups, non-addicted group (below or equal to 94), potential risk group (95 to 107) and high risk group (above or equal to 108) according to K-scale total score. Results : Significant mean differences in BDI, BAI, K-ARS, and AHI scores were observed among the three groups. The BDI, BAI and K-ARS scores showed positive correlation with K-score. The AHI score showed negative correlation with K-score. Conclusion : Findings of this study suggest that depression, anxiety, inattention, hyperactivity/impulsivity, and happiness are associated with internet game addiction.

Comparative Impact Analysis of Attention Control and Interpersonal Support According to the Degree of Smartphone Addiction of Health-Related College Students (보건계열 대학생들의 스마트폰 중독수준 정도에 따른 주의력 조절, 대인관계 지지에 미치는 비교영향 분석)

  • Choo, Yeon-Ki;Bae, Won-Sik
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.2
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    • pp.183-192
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    • 2021
  • Purpose : To investigate the degree of smartphone addiction among health-related college students, and to compare and analyze the effect of the degree of addiction on attention control and interpersonal support. Methods : 184 people who voluntarily participated and agreed to fill out the questionnaire were randomly sampled. The smartphone self-diagnosis scale was used to measure the degree of smartphone addiction, and the Attentional Control Questionnaire (ACQ) was used as a tool to measure the degree of attention control. In addition, the Interpersonal Support Evaluation List (ISEL) was used to measure the degree of interpersonal support. Results : In comparison of the degree of smartphone addiction according to the general characteristics of the subjects, there was no significant difference according to religion, major, and grade, but there was a significant difference in gender and daily use time of smartphones (p <.05). There was a significant difference in the degree of attention control according to the level of smartphone addiction (high risk, potential risk, general user group) (p <.05), but there was no significant difference in the degree of interpersonal support. Conclusion : The degree of smartphone addiction was relatively higher for women than for men, and users who used it for a long time per day were more addicted. It also showed that attention control was further reduced in highly addictive users.

Physical symptoms generated by internet game addiction and relationship between physical symptom and game addiction grade. (인터넷 게임 중독으로 발생하는 신체증상과 중독성 사이의 상관성 연구)

  • Cho, Sung-Min;Yoon, Kyung-Hee;Koh, Duck-Jae;You, Han-Jung;Lee, Jin-Yong;Kim, Deog-Gon
    • The Journal of Pediatrics of Korean Medicine
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    • v.20 no.3
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    • pp.143-160
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    • 2006
  • Objectives : As the side effect brought up by internet game addiction, many reports come out, but most of past articles are for middle or high school students. There is seldom a poisoning game treatise to a primary school student, if there is treatise, it is real condition that treatise for lead pipe with psychological reasons is seldom discussion about physical symptoms. This research searches high grade elementary students' game use actual conditions and when divide to general user group, latent danger use group, high dangerous use group, according to serious illness degree of game poisoning, three groups and game poisoning happens, recognized about body symptoms that happen much. Methods : Target population of these questionnaire are fifth and sixth grade elementary student of Seoul city 2 school. Chose 263 elementary students, 144 men, 119 women who understand purpose of research and admit participation is 25 October, 2006 since 1 September, 2006 Results : As poisoning serious illness degree is high, there are many number of game times, much more boys are addicted to internet game than girs, insomnia is apt to happen frequently in game poisoning danger group, and correlation is high by megrim, shoulder ache, digestive trouble. Insomnia, symptoms that show next even if some symptoms show first because there is high correlation between megrim, shoulder ache, digestive trouble is high possibility to happen among four symptoms. Insomnia, megrim, shoulder ache, digestive trouble that happen by internet game poisoning, is apt to increase by increasing addiction. Symptoms treatment can divide by internal treatment that treat insomnia, megrim, digestive trouble, external treatment that is typical symptoms of VDT syndrome shoulder ache, headache, fatigue persimmon. Root treatment is mind symptoms treatment. Game addiction treatment is relationship method 'seven emotions injury treatment' in oriental medicine. 'promote the normal flow of qi' and 'adjustment of suitable emotion' can talk as pivotal point of treatment.

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