• Title/Summary/Keyword: Computer Game Addiction

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Computer Game Addiction and it's Predictors of Korean Elementary School Children (고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인)

  • Oh Won-Oak
    • Child Health Nursing Research
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    • v.10 no.3
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    • pp.282-290
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    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

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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.

Computer Game Usage and Needs for Education on the Prevention of Computer Game Addiction among Elementary School Children (초등학교 고학년 학생의 컴퓨터 게임 사용 실태와 중독 예방 교육 요구)

  • Oh, Won-Oak
    • Korean Journal of Health Education and Promotion
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    • v.22 no.4
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    • pp.1-16
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    • 2005
  • Objectives: This study was conducted to identify the computer game usage of elementary school children and their needs for education on the prevention of computer game addiction. Methods: The subjects of this study were 455 elementary school children. The data were collected from an open and structured questionnaire on the subjects' computer game usage and their needs for education on the prevention of computer game addiction. Results: The boys played computer games more than the girls. There were statistical differences in the durations of the computer game use, the main locations of the computer games they played, the times of the day when they used computers, the times of the day when they played computer games, the number of times in a week they visited Internet cafes, what motivated them to play computer games, and their partners in playing computer games according to gender. From an analysis of 714 statements of the subjects with respect to their need to be educated on computer game addiction prevention, six domains and 19 themes were drawn. The six main domains identified were Definition & Status, Etiology & Process, Influences, Prevention, Diagnosis & Coping with Computer Game Addiction, and General Information on Computer Games. This study results revealed that elementary school children have to be comprehensively educated on how to prevent computer game addiction. Conclusion: A computer game addiction prevention program concerning these themes and domains must be developed. A study should also be conducted to identify the educational needs of parents of elementary school children on computer game addiction prevention.

The impact of Computer Game Addiction on Communication capabilities

  • Kim, Jung ae;Lee, Byunghyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.75-84
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    • 2019
  • This study was a cross-sectional descriptive research that investigate the level of addiction and analyzed the impact of computer game addiction from 20 to 30 years old on communication capabilities. The purpose of this study was to investigate the level of game addiction according to general characteristics and to confirm the effect of computer game addiction on communication ability. There were a total of 220 participants in the study. This survey for this study was a self-reporting questionnaire, research tools for this study were developed by Lee (2000) using game addiction and Communication ability developed by Frits et al., (1999). Data analysis was analyzed with frequency analysis, t-test, ANOVA, and Regression using SPSS 18.0. As a result of analysis, the difference between game addiction and communication ability by gender was appeared to be different under statistical significance levels: game addiction (t=-.9.2, p<0.01), subcomponents of communication ability, concentration (t=7.20, p<0.01), understanding (t=6.13, p<0.01), response (t=6.22, p<0.01), memory (t=2.88, p<0.05). The highest level of game addiction was appeared between 28 and 30 years old under statistical significance (p<0.01). Finally computer game addiction affects understanding, a subcomponent of communication capabilities.

The Relationship between Computer Game Addiction and the Impulsiveness, Aggression, and Emotional Intelligence of Elementary School Students (초등학생의 컴퓨터 게임 중독과 충동성, 공격성 및 감성지능과의 관계)

  • Kim, Chung-Nam;Kwon, Yun-Hee
    • Research in Community and Public Health Nursing
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    • v.15 no.3
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    • pp.460-470
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    • 2004
  • Purpose: The purpose of this study is to find which variables among impulsiveness, aggression, and emotional intelligence can predict the game addiction of elementary school students best. Method: We conducted the present study during the period from April 15, 2004 through June 5, 2004. The subjects of this study were elementary school students chosen from three elementary schools in the Daejeon area. The subjects were selected randomly from 4th, 5th, and 6th graders in those schools. The number of subjects selected was 601. The measurement tools used were the general information questionnaire, computer game addiction scales, impulsiveness scales. aggression scales, and emotional intelligence scales. The data was analyzed using the SPSS statistics program. Results: The mean score of the students was 49.94 on the computer game addiction scale. 56.17 on the impulsiveness scale, 141.19 on the aggression scale, while the mean score of the students on the emotional intelligence scale was 162.78. Various factors were significantly different in the levels of computer game addiction: grade (F=7.343. p=.000). sex (t=6.352. p=.000), school record (F=4.263. p=.004), parents' computer use (F=4.097. p= .008), history of playing games (F=10.739. p=.000), frequency of playing games (F=61.254. p=.000). and number of computer game titles (F=61.673. p= .004). The computer game addiction had significant correlations with impulsiveness (r= .401. p=.000), aggression (r=.612. p=.000). and emotional intelligence (r=.536, p=.000). All three factors of impulsiveness, aggression, and emotional intelligence affected the level of game addiction. Among these factors. the aggression affected the level of addiction the most. Conclusion: These results will help the development of a systematic program for the prevention and treatment of computer game addiction by clarifying the effects of the computer game addiction upon the elementary school students' impulsiveness, aggression, and emotional intelligence.

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Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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Related Factors on Computer Game Addiction, Health Perception and Health Promoting Behaviors in Elementary School Students (초등학생 컴퓨터 게임중독, 건강지각 및 건강증진 행동 관련요인 분석)

  • Jang, Young-Nam;Lee, Moo-Sik;Hong, Jee-Young;Hwang, Hae-Jung
    • Korean Journal of Health Education and Promotion
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    • v.26 no.3
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    • pp.63-74
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    • 2009
  • This study was aimed to assess the degree of addiction on computer games and find factors related to game addiction, health perception and health promoting behavior in elementary school students. A study subjects were 814 students in 5th and 6th grades at 4 elementary schools in a city and a county. The items in questionnaire was consisted of general characteristics, circumstances and habits related to utilization of computer and internet game playing, and degree of addiction, health perception and health promoting behavior. We analyzed data using chi-square test, t-test, ANOVA, and multiple regression analysis. In multiple regression analysis, addictiveness on internet game was significantly related to type of computer utilization, frequency and duration of internet game playing, gender, after-school activities, grade points, economical status, and location of computer in a house. Health perception was significantly related to addiction points, gender, residential area, and grade points. And health promoting behavior was significantly related to addiction points, grade level, grade points, and health perception points. Since health promoting behaviors of children in elementary school are in the way of making, their degree of addiction to computer games can greatly influence their attitude towards health and their future life pattern as adults. Therefore an educational prevention program including counselling on game addiction should be devised. And researches will be needed for developing the Korean standard for measuring degree of addiction and a prevention program for peer group's game addiction.

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
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.149-156
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    • 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.

The Current Status of Elementary School Students' Computer Game Addiction and the Relationship of Computer Game Addiction with Self Control and Adjustment to School Life (초등학생의 컴퓨터 게임 중독: 중독 실태와 자기통제 및 학교생활적응과의 관계)

  • Jang, Gwan-Young;Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.459-467
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    • 2008
  • Most of elementary school students possess computers at home, and learn about ICT in their school. But the extreme use of computer games may have negative effects on students' learning and life style. In this research, we analyzed the current status of 5th and 6th graders' computer game addiction in Daejeon, ChoongchungNam-Do and ChoongchungBuk-Do areas. And we have also investigated the relationship of students' computer game addiction with their self control abilities and the abilities to adjust to their school life. As the results of the research, we discovered that 15.6% of respondents showed strong possibilities of computer game addiction. Boys, students living in rural areas and students with relatively low grade showed strong possibilities of game addiction. In addition, it was found that as students showed high scores in their self control abilities and the abilities to adjust to school life, they demonstrated less possibilities to be addicted to computer games.

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The Study on Relief of Elementary Students' Game Addiction through the Online Game Development Project Learning (온라인 게임 개발 프로젝트 학습을 통한 초등학생들의 게임 중독 개선 연구)

  • Baek, Sung-Hyun;Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.471-478
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    • 2009
  • In this paper, we intend to relive game addiction by educating game programming for students that suffer from game addiction. We had analyzed popular games at the present day and extracted factors related to information education from game programming tool. In addition, we had designed the practical lesson plan based on the instructional design model. We had applied the game programming project to students for a year and the results were as follows. First, we verified the drop of addiction propensity by performing the examination of game addiction scale with before and after T-test. Second, according to the results of analysis based on grounded theory, it saved game time and relieved game addiction. In conclusion, this study shows that the game programming project relieved game addiction.

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