• Title/Summary/Keyword: Computer-Game addiction

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The Effect of Myungsimbogam Lessons on Information and Communication Ethics (정보통신윤리의식에 대한 명심보감 학습의 효과)

  • Son, Kyung-Ho;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.165-172
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    • 2012
  • Information-oriented society caused by development of computer and communication has benefited us with a convenient life. However, its side effects are widespread, which increases the need of the education of information and communication ethics. In this study, we take an approach of virtue education to cultivate information and communication ethics, as virtue is required to make a desirable information-oriented society. Lessons of Myungsimbogam were administered to the 6th grade elementary school students for nine weeks. The results demonstrated positive effects in internet addiction, chat addiction, and netiquette for the experimental group. However, no positive effects in game addiction were found.

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Internet Game Addiction and the Integral Cure Methods (인터넷 게임중독과 통합적 치료방안)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.222-223
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    • 2015
  • 본 연구는 인터넷 게임중독을 치료할 수 있는 통합적 치료방안을 제시하였다. 기존에는 예방을 강조한다든지 게임클리닉센터를 통해 중독자에게 약물치료라든지 심리치료를 받게 하였다. 그러나 본 연구는 크게 세 가지 관점-인터넷 게임에 대한 문화적 이해, 인터넷 게임에 대한 심리치료, 인터넷 게임에 대한 물리치료적 접근-에 포커스를 둔 통합적 치료 방안을 제시하였다.

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

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
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    • v.40 no.3
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    • pp.378-388
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    • 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.

Computer Game Addiction and Physical Health of Korea Children : Mediating Effects of Anxiety (아동의 컴퓨터 게임 중독과 신체 증상: 불안의 매개효과)

  • Kwon, Sun-Jung;Kim, Kyo-Heon;Lee, Hong-Seock
    • Survey Research
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    • v.6 no.2
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    • pp.33-50
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    • 2005
  • The purpose of this study was to investigate whether Korean children's being addiction to computer game had an effect on physical health(headache, insomnia, indigestion, cardivascular). We considered both direct effects of that addiction and indirect effects which caused an negative emotion(anxiety). For this study, we collected data from 800 students of grades and 6 in Daejeon, Korea. Among them, we analyzed the data of 572 students[408 boys(71.3%) and 164 girls(28.7%) respectively] who had played computer games for a long period of time(two years or more). Reliability of the scale used on this study was a proper level by $.64{\sim}.91$ and we operated an analysis of structural equation pattern to make relationships of variable causes clear. As a result of examining an index of fitness of each model, it was proved for the fitness of every model(all GFI >.931, all CFI >.939, all NNFI >.929, all RMSEA <.046) to be acceptable. Not only the computer game addiction affected(all ps<.001) directly on physical symptoms(headache ${\beta}$=.211, insomnia ${\beta}$=.289, indigestion ${\beta}$ =.214, cardivascular ${\beta}$=.349), but also it affected(${\beta}$=.458, p<.001) on anxiety. In addition, the effect of anxiety on physical symptoms(headache ${\beta}$=.419, insomnia ${\beta}$=.375, indigestion ${\beta}$=.498, cardivascular ${\beta}$=.328) was significant. As a result of yielding the indirect effects of computer game abuse mediated by anxiety, headache was measured up ${\beta}$=.192, insomnia ${\beta}$=.172, indigestion ${\beta}$ =.228 and cardivascular ${\beta}$=.151. The computer game addiction caused 21% of anxiety and this mediate model proved that the computer game addiction caused 30% of headache, 32% of insomnia, 39% of indigestion, and 34% of cardivascular symptom. As a result of this study, the computer game addiction has a negative effect on physical health both directly and indirectly. Especially, cardivascular was influenced most extremely, then insomnia, indigestion, and headache in order. The implications gleaned from this study were discussed with considerations for future study and practical aspect.

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Factors on Internet Game Addiction among Adolescents (청소년의 인터넷게임 중독 영향 요인)

  • Park, Hyun-Sook;Kwon, Yun-Hee;Park, Kyung-Min
    • Journal of Korean Academy of Nursing
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    • v.37 no.5
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    • pp.754-761
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    • 2007
  • Purpose: The purpose of this study was to explore factors related to internet game addiction for adolescents. Method: This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. Results: In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. Conclusion: The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.

Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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The Impacts of Adolescent's Oiettolie Propensity on Game Addiction Behavior : Focusing on Moderating Effects of Family Stress (청소년의 은둔형 외톨이 성향이 게임중독행태에 미치는 영향 : 가족스트레스의 조절효과분석을 중심으로)

  • Kim, Hyo-Soon;Park, Hwie-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.177-185
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    • 2014
  • The purpose of this study is to suggest some policy implications for the youth through empirical study about the moderating effects of high school students' family stress in the relationship of Oiettolie propensity and game addiction behaviors including bullies, social phobia and emotional instability. For the purpose of this study, this study established a causal model about the relationships among the research variables through review of previous studies and surveyed high school students for empirical research. The results of this study shows that Oiettolie propensity impacts on youth's game addiction and brings about game addiction behaviors like bullies, social phobia and emotional instability. Especially, this study shows that Oiettolie propensity impacts on social phobia most. Also, family stress has a moderating effects for the relationships among the variables. This study presents some policy implications for the youth.

Factors Related to VDT Syndrome in Elementary School Students in Digital Learning Environments

  • Chung, Myung-Sill;Seomun, GyeongAe
    • International Journal of Contents
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    • v.17 no.4
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    • pp.91-100
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    • 2021
  • The purpose of this study was to identify factors affecting Visual Display Terminal (VDT) syndrome for elementary school students in the digital learning environment. Multiple regression analyses were performed to identify the factors affecting VDT syndrome in the digital learning environment. This was conducted with 256 elementary school students in grades 5-6 with more than a year of experience in digital learning. The regression model explained 41% of elementary school students' VDT syndrome in the digital learning environment. Variables significantly affecting VDT syndrome include game addiction, sleep time, and air quality with game addiction as the most influential. In the digital learning environment, VDT syndrome is significant because it has physical and psychological impacts on the growth of elementary school students. Therefore, it is necessary to develop guidelines for ideal computer usage habits for this age group.

Design of a Stress Measurement System for State Recognition of Game Addicts

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.87-93
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    • 2017
  • In this paper, we design a small low power single channel ECG(Electrocardiogram) system of Chest Belt type with fiber-type electrodes to measure emotional state change of game addict. HRV(Heart Rate Variability) is analyzed through heart rate signal measurement and the psychological stress state is judged by using it. And it verifies its effectiveness through prototype. First, we design HR measurement module through low power MCU(Micro Controller Unit) and implement prototype level measurement system. The results showed that the difference between the addiction group and the general group was confirmed and that the system was effective. The result of this study can be used for health management such as reduction of stress of the user through music and breathing that lowers the stress by detecting the stress state of the general person or the chronic ill person.

Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction

  • Lim, Ji-Yun;Kim, Jong-Hoon;Lee, Seul-Mi;Jang, Woo-Hyuk
    • The Journal of Korean Physical Therapy
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    • v.33 no.3
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    • pp.123-130
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    • 2021
  • Purpose: Despite the existence of Snoezelen method, there is no case of researching the effects on game addiction. Therefore, this study aims to investigate the effects of Snoezelen therapy on stress, depression, anxiety and quality of life of college students who overuse computer games or mobile phone games. Methods: Eight students who responded to spend more than 30 hours of computer or mobile phone games in the selection questionnaire were recruited (The total respondents were 224 students). Students were randomly assigned to either the study group (4 students) or the control group (4 students). Stress (Korean version of Perceived Stress Scale, K-PSS), depression (Korean Screening Tool for Depression Disorders, K-DEP), Anxiety (Korean Beck Anxiety Inventory, K-BAI) and quality of life (Short Form Health Survey version 2 [SF-36]) were assessed three times (before intervention [pre], post-3 weeks [post 1], post-6 weeks [post 2]). Results: First, the study group (-4.75±3.86) and control group (1.00±2.71) showed significant difference (p<0.05) in the analysis of score changes between pre-test and test at 6 weeks (post 2) for K-DEP. Next, pre-test and test at 3 weeks of intervention (post 1) for K-BAI showed significant difference (p<0.05) in the study group (-2.50±1.91) and control group (2.25±2.99). In addition, pre-test and test at 6 weeks (post 2) showed significant difference (p<0.05) for the study group (-3.00±1.51) and control group (4.75±6.24). Conclusion: The study confirmed the possibility of Snoezelen therapy as a therapy method to induce effective responses in stress, depression, anxiety, and quality of life of college students with game addiction.