• Title/Summary/Keyword: Computer addiction

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The Effects of the School Environmental Factors on Internet Addition in Adolescence -Focusing on moderating effects of gender- (학교환경요인이 청소년의 인터넷 중독에 미치는 영향 - 성별 조절효과 분석을 중심으로 -)

  • Kim, Hyo-Soon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.1
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    • pp.193-200
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    • 2010
  • This study is to identify the effects of school environmental factors on internet addiction. Especially, this study is focused on identifying the moderating effects of gender. To achieve the purpose of the study, this study identified the affecting factors of adolescents's internet addiction and established the causal model and research hypothesis. To test this study model and hypothesis, this study interviewed 539 young boys and girls who were attending to high schools using questionnaire. This study suggests the policy implications based on the analysis results.

The Association between Addictive, Habitual Smartphone Behaviors and Psychiatric Distress and The Role of Self-control in Association.

  • Jun-Hwan Mun;Ji-Hwan Park;Mi-Jung Rho
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.61-73
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    • 2023
  • As smartphone use is increasing within the middle-aged population, society should pay closer attention to the mental health problems associated with smartphone addiction. This study examines the possibility that depression, anxiety, and ADHD can be interpreted not only as negative aspects, but also as positive aspects, in an addiction-related individual. We used habitual and addictive smartphone behavior as the dependent variables; anxiety, ADHD, depression, and habitual smartphone use as the independent variables; and self-control as a moderating variable. Depression and ADHD in smartphone users were found to be associated with higher levels of addictive smartphone use. Anxiety was having negative effect on addictive smartphone use. However, habitual smartphone use didn't significantly affect addictive smartphone use. Further analysis indicated that depression, anxiety, and ADHD have mediating effects on habitual smartphone use. This study confirmed that psychological factors in adults, as well as habitual/addictive smartphone use and self-control, significantly influence smartphone overdependence.

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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Development of Mobile Game Control System for Self-directed Curing of Game Addiction (자기주도적 게임 중독 치료를 위한 모바일 게임 제어 시스템 개발)

  • Yang, Seung-Heon;Lee, Kyung-Hee;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.231-234
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    • 2017
  • 4차 산업혁명 시대에 접어드는 중심에 살고 있는 청소년들에게 스마트미디어는 삶의 가장 중요한 일부분이다. 미래창조과학부에서 발표한 2016년 조사에서 만 6세 이상 85%(2015년 대비 2.5%p${\uparrow}$)가 스마트 기기를 보유하고 있는 것으로 나타났다. 스마트기기의 보유율 증가는 게임 플랫폼으로 접근성이 높아지는 것을 의미하고 모바일 게임에 대한 과몰입 위험도가 커진다. 많은 연구와 논쟁이 이루어지는 온라인 게임에 대한 과몰입 대비에 비해 모바일 게임 과몰입 대책은 전무한 실정이다. 본 연구에서는 게임 과몰입에 가장 취약한 중학생을 대상으로 모바일 게임 제어 시스템을 통해 학생들이 자기 주도적으로 모바일 게임 과몰입에서 벗어날 수 있게 유도하였다. 학생들이 해당 시스템을 평상시에 활용했을 때 효율성과 실제 구현에 있어 고려해야 할 사항에 대해 알아보고자 한다.

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Exploring Factors Affecting the Emotions of Middle School Students toward Using Digital Textbooks

  • LEE, Sunghye;SUNG, Eunmo
    • Educational Technology International
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    • v.21 no.1
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    • pp.97-123
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    • 2020
  • The purpose of this study is to investigate the emotions of students toward using digital textbooks, and to examine the factors affecting the emotions. This study examined the relationship between individual characteristics and computer usage, students' emotions, and the perceived learning effects. For this study, 2,950 1st grade middle school students participated in a survey which measured individual characteristics, computer usage behavior, emotions toward using digital textbooks, and perceived learning effects of digital textbooks. The results showed that positive emotions toward using digital textbooks were higher than negative emotions. The students' positive emotions were most affected by intrinsic motivation, self-regulated learning, and student's use of computers for learning and entertainment. Similarly, perceived learning effects were positively correlated to intrinsic motivation and self-regulated learning, but the students' positive emotions towards using digital textbooks was the strongest predictor. Digital textbook efficacy was the most influential factor that affected the students' negative emotions, while computer addiction was associated with negative emotions.

Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

Internet Use of Adolescents according to their Life Content and Type (청소년 생활시간의 내용과 유형에 따른 인터넷 이용)

  • Na, Young-Joo;Hwang, Jin-Sook;Lee, Eun-Hee;Koh, Seon-Ju;Park, Sook-Hee
    • Journal of the Korean Home Economics Association
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    • v.43 no.12 s.214
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    • pp.15-28
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    • 2005
  • This study groups the life content of adolescents according to their time spent during the week and compares their internet use. The data were collected from 2210 middle and high school students, including their life content and hours, and various internet factors such as self-evaluated internet addiction, internet support, internet experience, chatting subjects and the type of internet service. Adolescents were divided into five groups: TV-oriented group, computer-oriented group, peer-oriented group, self-study group and extracurricular institution group. The purpose of internet use, internet experience, chatting subjects, negative aspects of internet and internet addiction were different by adolescents' group type. The peer-oriented group had the highest real self image as opposed to the cyber self image and trusted other's words on the internet. The TV-oriented group had the lowest trust in the internet. The computer-oriented group received the highest internet support and internet experiences, but didn't use the internet for the purpose of information search. The self-study and extra-curricular institution groups used the internet the least, used it to solve stress and were interested in school circles on the internet.

An Analysis on the Status and Degree of Recognition for Smart Phone Syndrome of Undergraduate Students (대학생들의 스마트폰 증후군에 대한 인지정도 및 실태 분석)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.941-948
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    • 2014
  • As smart phone became popular, a word smart phone syndrome is also commonly used among us. Its excessive uses cause adverse effects on daily lives such as mental and physical health education and individual relationships. This paper targeted to undergraduate students who are mostly using smart phones to analyze on their perception of smart phone syndrome and a reality of typical syndrome such as digital forgetfulness, smart phone addiction and dependence on Kakaotalk. It also suggested basic countermeasures for preventing smart phone syndrome. The perception on smart phone syndrome of undergraduate students using over the average 5 hours a day was resulted to be very low, and it is analyzed smart phone syndrome including digital forgetfulness, smart phone addiction and dependence on Kakaotalk is quite serious, so that proper countermeasures and the actions are required.

Internet Addiction in Adolescents and its Relation to Sleep and Depression (청소년의 인터넷 중독 : 수면, 우울과의 관련성)

  • Song, Ho-Kwang;Jeong, Mi-Hyang;Sung, Da-Jung;Jung, Jung-Kyung;Choi, Jin-Sook;Jang, Yong-Lee;Lee, Jin-Seong
    • Sleep Medicine and Psychophysiology
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    • v.17 no.2
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    • pp.100-108
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    • 2010
  • Objectives: "Internet-addiction" came into common use not only in clinical setting but also in everyday life. But, pathophysiology and diagnostic criteria of the internet addiction remain unknown. Because adolescents are in developing period, they might be vulnerable to the internet addiction, depression and sleep-related problem. The objectives of this study were to investigate the characteristics of internet addiction and its association with sleep pattern and depression in Korean adolescence. Methods: Subjects were 799 middle and high school students in Seoul, Korea. We administered a self-reported questionnaire including socio-demographic data, Korean versions of Young's Internet Addiction Scale (YIAS), Pittsburgh Sleep Quality Index (PS-QI), the Center for Epidemiologic Studies for Depression Scale (CES-D) and questions about internet using patterns. Data of 696 subjects were included in analysis. Chi-square tests were used to analyze proportional differences, and ANOVA with post-hoc tests were used to analyze differences among groups. Partial correlation analyses were performed to analyze the correlation of internet addiction with other variables (two-tailed, p<0.05). Results: Of the 696 participants (grade 2 of middle school; M2 135 vs. grade 1 of high school; H1 238 vs. grade 2 of high school; H2 323), 2.0% (n=14) were internet-addicted (IA), 27.7% (n=193) were over-using (OU) and 70.3% (n=489) were not-addicted (NA). The mean scores of YIAS, PSQI and CES-D scores were 35.24${\pm}$12.78, 5.53${\pm}$3.04 and 16.72${\pm}$8.69, respectively. In higher grade students, average total sleep time was shorter (M2 426.20${\pm}$67.68 min. vs. H1 380.47${\pm}$62.57 min. vs. H2 354.67${\pm}$73.37 min., F=51.909, p<0.001), and PSQI (4.69${\pm}$3.14 vs. 5.42${\pm}$3.15 vs. 5.97${\pm}$2.83, F=8.871, p<0.001) CES-D (13.53${\pm}$8.37 vs. 16.96${\pm}$8.24 vs. 17.87${\pm}$8.84, F=12.373, p<0.001) scores were higher than those of lower grade students. Comparing variables among IA, OU and NA groups, computer using time not for study (96.36${\pm}$63.31 min. vs. 134.92${\pm}$86.79 min. vs. 213.57${\pm}$136.87 min., F=34.287, p<0.001) and portable device using time not for study (84.22${\pm}$79.11 min. vs. 96.97${\pm}$91.89 min. vs. 152.31${\pm}$93.64 min., F= 5.400, p=0.005) were different among groups. PSQI (5.26${\pm}$2.97 vs. 6.08${\pm}$2.97 vs. 7.50${\pm}$4.41, F=8.218, p<0.001) and CES-D scores (15.40${\pm}$8.08 vs. 19.05${\pm}$8.42 vs. 30.43${\pm}$13.69, F=32.692, p<0.001) were also different among groups. YIAS score were correlated with computer using time not for study (r=0.356, p<0.001) and portable device using time not for study (r= 0.136, p<0.001). PSQI score (r=0.237, p<0.001) and CES-D score (r=0.332, p<0.001). YIAS score and PSQI score (r=0.131, p= 0.001), YIAS and CES-D score (r=0.265, p<0.001), PSQI score and CES-D score (r=0.357, p<0.001) were correlated each other. Conclusion: These results suggested that adolescents' internet-addiction was correlated with not only computer and portable device using time not for study but also depression and sleep-related problems. We should pay attention to depression and sleep-related problems, when evaluating internet-addiction in adolescents.

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A Study on the Comparison of Video Display Terminal(VDT) Subjective Symptoms for Computer-addicted and Non-addicted Adolescents (컴퓨터 중독과 비중독 청소년의 컴퓨터 단말기(VDT) 자각증상 비교연구)

  • Kim, Jin-Yi;Cho, Kyoul-Ja
    • Child Health Nursing Research
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    • v.11 no.2
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    • pp.159-166
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    • 2005
  • Purpose: The purpose of this study was to compare subjective symptoms of VDT between computer-addicted and non-addicted adolescents. Method: A descriptive survey design was used and 646 students in one middle and two high schools were selected as participants. Result: The VDT subjective symptoms and degree of severity differed according to whether the students were computer-addicted or not, and in all symptoms, general, musculoskeletal, eye and mental, the mean score for subjective symptoms was higher in the addicted group than in the non-addicted group. The score for VDT subjective symptoms was highest in the addicted group for girls and students who were not healthy. The most frequent physical symptom reported by students who visited the school health room for a health problem after using the computer was headache. The most frequent type of treatment at the school health room was treatment of the symptom. Conclusions: This study suggests that students must acquire correct habits in computer use and be careful not to be addicted to the computer in order to avoid VDT syndrome. For this, educational authorities should develop computer-related health education programs and start the programs from the lower grades of elementary school.

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