• 제목/요약/키워드: Adolescent Game Addiction

검색결과 38건 처리시간 0.024초

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

  • 김기숙;김경희
    • 대한간호학회지
    • /
    • 제40권3호
    • /
    • pp.378-388
    • /
    • 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 Moderating Effects of Social Support for Oiettolie Propensity Adolescent in the Process of Internet Game Addiction

  • Kim, Hyo-Soon;Kim, Seo-Yeon;Park, Hwieseo
    • 한국컴퓨터정보학회논문지
    • /
    • 제21권10호
    • /
    • pp.149-156
    • /
    • 2016
  • The purpose of this study is to suggest some policy and theoretical implications for the youth's internet game addiction by analyzing the moderating effects of social support in the relationship of Oiettolie propensity and game addiction behaviors. For the purpose of this study, this study set a research model about the causal relationships among the study variables by reviewing previous studies and surveyed high school students for this research. The analytical results of this study are the followings. First, lack of communication and impulsivity have significant influences on Oiettolie propensity. Second, Oiettolie propensity has a significant influence on youth's game addiction. Third, social support moderates the relationship between Oiettolie propensity and youth's internet game addition. This study suggests some implications for the youth internet game addiction.

인터넷 게임 중독에 있어서 초등학생 고학년군과 중학생군 간의 정서 및 행동특성의 차이 (Internet Game Addiction and Emotional and Behavioral Characteristics in Upper Grade Elementary School Students and Middle School Students)

  • 정현;박태원;이승옥;이신후;정상근;정영철;양종철;조은정
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • 제21권2호
    • /
    • pp.87-94
    • /
    • 2010
  • Objectives : This study was aimed at investigating the relationship between internet game addiction and emotional and behavioral characteristics of students both in the 5th and 6th grade of elementary school and in middle school. Methods : Two elementary schools and two middle schools were chosen to participate. The students completed selfreport questionnaires designed by the authors, called the Internet Game Addiction Scale, Korean youth self-report (K-YSR). Results : Compared to previous studies, the rates of those in the obvious game addiction group were much lower in this study. We defined the upper 10% of internet game addiction scores as a high risk user group and the lower 10% as a control group. There were significant differences between the groups with respect to the the ages at which internet gaming began, the frequency of game play per week, and the average length of each game playing session. Significant associations were also found between the level of internet game addiction and the withdrawn and delinquency subscales of the K-YSR. However, the association between game addiction and the withdrawn subscale was found only in middle school students. Conclusion : The findings from this study suggested that withdrawn and delinquent behaviors could be predictors of internet game addiction. Results also suggested the importance of early childhood intervention for preventing the development of more severe psychopathology in early adolescence.

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

  • 오은정;최삼욱;이해국;박장호;안준호;최지은;방수영
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • 제25권3호
    • /
    • pp.136-141
    • /
    • 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.

인터넷 게임동기 유형에 따른 대학적응과 인터넷 게임중독 (College Adaptation and Internet Game Addiction by Internet Game Motivation Types)

  • 백지숙
    • 아동학회지
    • /
    • 제26권1호
    • /
    • pp.31-46
    • /
    • 2005
  • This study examined internet game addiction and college adaptation(academic, social, personal-emotional, institutional attachment) by Internet game motivation types. The 475 subjects (235 male and 240 female college students) responded to the newly developed self-report measure, Internet Game Motivation Scale (IGMS). Cluster analyses of IGMS data identified 5 types of Internet game motivation: Active I, Active II, Moderate I, Moderate II, Passive. Active (I, II) types had the highest scores in Internet game addiction while the Passive type yielded the lowest. Except for academic adaptation, all aspects of college adaptation varied as a function of Internet game motivation types. Overall, Moderate II showed highest whereas Active I showed lowest academic adaptation scores.

  • PDF

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

  • 임성후;정성심;박정환;김지혜;홍성도
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • 제17권1호
    • /
    • pp.19-26
    • /
    • 2006
  • 목 적 : 본 연구는 학령기 아동들의 컴퓨터 게임 이용실태를 조사하고 컴퓨터게임 중독과 관련된 정신병리를 알아보고자 하였다. 방 법 : 서울시 강동구 소재 1개 초등학교 4, 5, 6학년 533명을 대상으로 하여 컴퓨터게임 이용실태에 대한 설문지를 이용하여 일반적인 이용실태를 조사하였고, 인터넷게임중독 척도를 이용해 컴퓨터게임 중독 위험군을 선정하였다. 또한 대상 아동들의 부모에게 아동 청소년행동평가척도(Korean-Child behavior checklist)를 작성하게 하여 이 척도의 하위척도인 사회능력 및 문제행동증후군 척도 점수와 컴퓨터게임 중독과의 상관성을 분석하였다. 결 과 : 응답자의 10.2%는 초등학교에 들어오기 전부터, 67.2%는 초등학교 저학년때 부터 컴퓨터 게임을 시작했으며 주당 게임 하는 일수는 평균 3.66일이었고 하루에 게임 하는 시간은 평균 1.89시간이었다. 컴퓨터 게임을 하는 이유로는 "단순히 재미있어서"라고 응답한 경우가 40.8%로 가장 많았으며 평균 컴퓨터게임중독 점수는 39.95였다. 남학생은 여학생과 비교했을 때 컴퓨터 게임을 시작한 시기, 주당 게임 하는 일수, 하루에 게임 하는 시간, 게임을 하는 이유, 그리고 컴퓨터게임 중독 점수에 있어서 통계적으로 유의미한 차이를 보였다. 컴퓨터게임 중독 척도 점수가 아동 청소년행동평가척도의 하위척도들 중 학업수행, 신체증상, 주의집중문제, 내재화 문제와 통계적으로 유의한 상관관계가 있었으나 로짓회귀분석을 시행했을 때에는 주의집중 문제만이 통계적으로 유의하게 컴퓨터게임 중독 위험군 여부를 예측할 수 있는 변인이었다. 결 론 : 초등학교 고학년 아동들이 어릴 때부터 컴퓨터게임을 접하여 평소 많은 시간 게임을 하고 있다는 것을 알 수 있었으며 여러 관련 변인 중 주의집중력문제가 학령기 아동에서 컴퓨터게임 중독과 유의미한 관련성을 보이고 있었다.

  • PDF

중학생의 자기 효능감과 인터넷게임 중독 간의 관계에서 자기 조절력, 무망감의 매개효과 검증 (Mediation Effects of Self regulation and Hopelessness between Self efficacy and Internet game addiction in Middle School Students)

  • 김보영
    • 한국보건간호학회지
    • /
    • 제29권3호
    • /
    • pp.441-451
    • /
    • 2015
  • Purpose: This study was conducted in order to examine the multiple mediated effects of self-regulation and hopelessness between self efficacy and internet game addiction in middle school students. Methods: The participants were 458 middle school students in G City, South Korea. Multiple mediation was analyzed using Indirect SPSS macro and the bootstrapping method. Results: Significant negative correlations were observed for internet game addiction, self-efficacy, and self-regulation. Self-efficacy and self-regulation were positively correlated. Self-efficacy showed a direct effect on Internet game addiction. The results of the indirect effects of all mediators showed the mediated effect of self-regulation (estimated effect=-.11, 95% CI[-.20, -.03]) and hopelessness(estimated effect=-.06, 95% CI[-.12, -.01]). Conclusion: Based on these study results, we suggest that self-efficacy should be examined to prevent development of Internet game addiction in middle school students. It is necessary to provide Internet game addiction preventive programs focusing on changing the self-regulation and relieving the feelings of hopelessness.

청소년 게임중독의 보호요인으로서 청소년과 부모 및 학교·학원 교사와의 관계의 영향: 초·중·고 학교급별 비교분석 (The Effects of Adolescent's Relationships with Parents and School/institute Teachers as Protection Factors for Game Addiction: Comparative Analysis of Elementary, Middle, and High School Levels)

  • 송인덕
    • 한국콘텐츠학회논문지
    • /
    • 제20권8호
    • /
    • pp.298-314
    • /
    • 2020
  • 본 연구는 청소년 게임중독의 보호요인으로서 청소년들이 맺고 있는 주요 성인들과의 관계요인이 게임중독에 미치는 효과를 실증적으로 검토하기 위한 목적에서 수행되었다. 구체적으로, 부모와 학교 및 학원교사와의 관계가 초·중·고 학교급별로 청소년의 게임중독에 미치는 차별적 영향을 비교분석하였다. '2019년 한국 어린이·청소년 행복지수 조사'(N=7,454) 자료를 분석한 결과, 성인관계는 청소년의 인구사회학적 특성 및 게임이 용행태 요인 그리고 친구관계 요인의 영향력을 통제한 후에도 청소년의 게임중독 수준을 설명하는 유의미한 요인인 것으로 확인되었다. 초등학생의 경우 유일하게 모(母)와의 원만한 관계가 게임중독의 위험성을 감소시키는 반면, 중학생과 고등학생은 부(父)와의 관계가 오히려 게임중독의 보호요인으로 작용하는 것으로 확인되었다. 한편, 청소년과 학교교사의 원만한 관계가 게임중독에 미치는 보호효과는 중학생 집단에서만 확인되었으며, 기대와 달리 학원교사와의 관계는 청소년의 게임중독에 유의미한 영향을 미치지 못하는 것으로 나타났다. 이상의 주요 연구결과를 토대로 청소년 게임중독 예방 및 개입을 위한 프로그램 및 정책 개발을 위한 논의와 향후 관련 후속연구를 위한 제언을 제공하였다.

청소년의 온라인 게임중독과 비행 간의 관계 : 우울과 불안의 조절효과 검증 (Online Game Addiction and Adolescent's Delinquency: Verification of the Moderating Effect of Depression and Anxiety)

  • 고미나
    • 수산해양교육연구
    • /
    • 제27권3호
    • /
    • pp.644-655
    • /
    • 2015
  • This study was planned to examine the moderating effects of depression and anxiety and the relationship between online game addiction and adolescents' delinquency. Data were collected from children and youth's mental health advocacy research by National Youth Policy Institute. The subjects were 409 adolescents aged between 14 and 18. Correlational analysis and hierarchical regression analysis were conducted to test research hypotheses. Results of this study were as follows: first, online game addiction had a significant positive relations with adolescents' delinquency. Second, depression and anxiety were significant positive relations with each other. And depression and anxiety were significant positive relations with adolescents' delinquency. The result from hierarchical regression analysis showed that significant moderating effect of depression was found. But the result wasn't exhibited twithin hat the two-way interaction effects of depression. On the other hand, result from hierarchical regression analysis showed that significant moderating effect of anxiety wasn't found. In conclusion, this study proposed the need for counseling approach focused on 'depression' in order to reduce the adolescent's delinquency.

청소년의 게임중독성이 학교적응에 미치는 영향: 사회적 지지의 매개효과를 중심으로 (Impact of Adolescent Game Addiction on School Adaption: Focused on the Mediating Effects of Social-support)

  • 이성대;염동문
    • 한국콘텐츠학회논문지
    • /
    • 제13권8호
    • /
    • pp.229-239
    • /
    • 2013
  • 본 연구는 청소년의 게임중독성과 학교적응의 관계에서 사회적 지지의 매개효과를 탐색하는 것이 목적이다. 이를 위해 서부경남지역 중학생을 활용하였으며, 분석대상은 353명 이었다. 매개변인과 준거변인에 유의미한 상관이 있는 가외변인을 공변인으로 설정하고 회귀분석과 SPSS Macro 및 부트스트래핑(bootstrapping) 방법을 적용하여 청소년 게임중독성과 학교적응에 있어 사회적 지지의 매개효과를 검증하였다. 분석결과 게임중독성이 높은 청소년일수록 학교적응이 낮게 나타났지만, 사회적 지지(매개변인)는 청소년 게임중독성(예측변인)과 학교적응(준거변인)에 미치는 영향을 완전매개하고 있는 것으로 분석되었다. 이를 바탕으로 청소년의 게임중독성을 감소시키고 매개변인인 사회적 지지를 증가시켜 학교적응을 높이기 위한 실천적 함의와 제한점을 제시하였다.