• Title/Summary/Keyword: Computer-Game addiction

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What are Computer Games for Adolescents? (청소년이 인식하는 게임의 의미: 청소년기의 발달적 특징을 고려하여)

  • Kim, Tae-Yeon;Choi, Naya;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.105-120
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    • 2013
  • In this study, we tried to find out various characteristics of adolescents' computer game using out of functionalism. We used in-depth interviews to 18 adolescents to investigate what they think about games and how they use games. Adolescents showed positive perspectives and had mature attitudes to games. Games are leisure activities which can be carried out only after finishing homework, the fiction which is less important than the reality, something that needs proper restriction. Also, peer group strongly affected their game using.

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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Analysis of Nonlinear Behavior for Addiction in Digital Sport (디지털 스포츠 중독의 비선형 거동 해석)

  • Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.977-982
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    • 2017
  • Recently, the effort that converge the sport and ICT continues together with developing ICT. The game is a representative example. The digital sport is developing as mixed type that are composed with sport and digital such as screen golf and screen bowling. The addiction problem exist in the digital sport like the addiction problem exist in general sport. In this paper, we propose the addiction model in the digital sport as fractional-order. We represent time series and phase portrait for nonlinear behavior from proposed fractional-order model and we confirms the difference between them.

A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.

Difference Analysis of Risk and Protection Factors for Internet Addiction Between Computer Science Gifted Students and Average Students (정보과학영재와 일반아동 집단에서 인터넷 중독에 영향을 미치는 위험요인과 보호요인의 차이점 분석)

  • Lee, Jae-Ho;Han, Kwang-Hee
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.1005-1026
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    • 2010
  • Here we live in a fast changing world. The information and communication technologies have been surprisingly developing and making progress of our society. One of the benefit about the information and communication technologies is an internet. We can't imagine our life without it and it finally ends up with causing internet addiction which is called side effect of it. Most of former studies were, however, about game addiction and psychological factors of indivisual. In fact, there was not enough studies about internet addiction of computer science gifted students. If we analize the difference between computer science gifted students and average students when it comes to factors of internet addiction, we would surely be able to find out the result which is very helpful for cause analysis and its remedy. This paper examined the risk and protection factors of the former studies and choose various factors through Delphi analysis by specialists of information and science gifted students. Comparative analysis of computer science gifted students and average students was done through the test tools. And picking up unique factors of computer science gifted students, this paper shows the implication that contributes to protection of internet addiction and its remedy.

Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

A Study on the Effects of Literacy Therapy Program for the Prevention of Adolescents' Smartphone Addiction (청소년의 스마트폰 중독 예방을 위한 문학치료 프로그램 효과에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.269-276
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    • 2018
  • The purpose of the study is to verify whether literature therapy program for prevention of smartphone addiction is effective for adolescents. The subjects of this study were 150 students of J City, K middle school. After completing the program, they were conducted post-test for both the experimental and control groups. The study found that the program was effective in mitigating smartphone addiction but not in reducing the directed life problem. It was also found to be effective in reducing tolerance and loss of control and problems of withdrawal and emotional experience. The study suggests that institutional arrangements are needed for linking with related organizations in the region because it is difficult to effectively prevent the increasing problem of smartphone addiction unless an adolescents program for youth is linked to the school. Therefore, it is necessary to conduct parent education for prevention of smartphone addiction in computer curriculum of school subjects.

Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

The Status Analysis of Computer Game Addiction Prevention Site (컴퓨터게임중독 예방 사이트의 현황 분석)

  • Chung A-Ran;Lee Jeong-Gi;Lee Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.797-800
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    • 2006
  • 인터넷 보급률이 증가 하면서 순기능에 이어 역기능이 보이기 시작하였다. 그중 우리나라 모든 부모들에게 경종을 울리는 것이 청소년의 게임중독일 것이다. 인터넷은 정보사회를 앞서 나가기 위한 최첨단 기술이자 무기로만 여겨왔던 컴퓨터와 인터넷이 자녀 교육에 도움이 되는 중요한 교구라고 믿던 부모는 시간이나 때우고 게임이나 하는 심지어 밤을 새우는 인터넷의 문제의 심각성을 깨달았기 때문에 무지에서 무조건적으로 게임은 안된다는 결론을 내리면서 청소년들은 어디에도 도움을 청할 곳이 없어 방황하게 되는 것이다. 본 논문에서는 국내외 게임중독 예방 사이트 운영 실태를 파악하고 유료 상담을 받기 어려운 청소년이 쉽게 게임중독에 예방 및 무료 상담할 수 있는 사이트를 분석 후 대응 방안을 제시하고자 한다.

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The Development of the Diagnosis and Prescription Contents of Internet Game Addiction for the Lower Grades of Elementary School (초등학교 저학년을 위한 인터넷 게임 중독의 진단 및 처방 콘텐츠 개발)

  • Joo, Mee;Kim, Soo-Jeong;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.608-611
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    • 2009
  • 최근 들어 정보윤리의 폐해로 인한 법적인 대응이나 기술적인 대응들이 한계에 부딪치면서 보다 교육적인 대응이 강조되고 있다. 특히나 인터넷 게임 중독이 갈수록 저 연령화되어 가고 있는 시점에서 초등학교 저학년들을 위한 인터넷 게임 중독 진단과 그에 따른 처방을 제공하는 콘텐츠가 필요해졌다. 본 논문의 초등학교 저학년을 대상으로 한 인터넷 게임 중독 콘텐츠가 의도대로 활용된다면 정보화 사회를 살아가는 사회 구성으로서 갖추어야 할 올바른 가치관과 행동양식을 심어주게 될 것이다.

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