• 제목/요약/키워드: Game Addiction Prevention and Treatment

검색결과 6건 처리시간 0.018초

게임 중독 치료를 위한 교사 연수 프로그램 개발 (Development of Teacher Training Programs for Game Addiction Treatment)

  • 이하나;한선관
    • 정보교육학회논문지
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    • 제14권2호
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    • pp.139-148
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    • 2010
  • 이 연구는 게임중독 예방 및 치료를 위한 교사 연수 프로그램의 개발을 목적으로 한다. 우선 기존 연구와 게임 중독 관련 연수프로그램의 실태 그리고 게임 중독 예방 및 중독 치료교육 프로그램을 분석하였다. 이를 바탕으로 게임중독 치료 연수를 정상학생을 위한 예방프로그램, 잠재적위험군 학생을 위한 치료프로그램I, 고위험군 학생을 위한 치료프로그램II로 구분하여 프로그램을 설계하였다. 예방프로그램은 기존의 연구와 연수프로그램에서 공통 내용을 추출하여 설계하였다. 치료프로그램은 게임중독 클리닉 자료와 선행연구 자료를 분석하여 다양한 내용과 전략을 추출하였다. 최종 전문가와의 협의를 통해 프로그램의 세부 내용을 설계하였다. 개발된 교사 연수 프로그램을 해당교사와 전문가를 통하여 타당도 검사를 한 결과 높은 것으로 나타났다. 이 연수 프로그램이 현장학교와 게임 중독 아동의 치료에 많은 도움을 줄 것으로 기대된다.

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

  • 김정남;권윤희
    • 지역사회간호학회지
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    • 제15권3호
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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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충동성, 공격성과 게임중독의 관계에서 대인관계기술의 매개모형검증: 중고등학교급별 비교 (The Mediation Model Verification of Interpersonal Skills on Impulsivity, Aggression and Game Addiction: Comparative analysis on School levels)

  • 권재환
    • 한국컴퓨터정보학회논문지
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    • 제15권10호
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    • pp.87-98
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    • 2010
  • 본 연구는 충동성, 공격성과 게임중독의 관계에서 대인관계기술의 매개효과를 검증하고 이를 중고등학교급별로 비교분석하고자 하였다. 연구모형을 설정하고 공변량구조분석을 실시한 결과, 첫째, 연구모형에 제시된 5개의 경로[(충동성$\rightarrow$대인관계기술), (충동성$\rightarrow$게임중독), (공격성$\rightarrow$대인관계기술), (공격성$\rightarrow$게임중독), (대인관계기술$\rightarrow$게임중독)] 모두 유의미한 것으로 나타났다. 둘째, 선행변인인 충동성과 공격성은 청소년의 게임중독 경향성을 증가시키는 유발요인 역할을 하며, 대인관계기술은 청소년의 게임중독 경향성을 감소시키는 억제요인 역할을 하는 것으로 나타났다. 셋째, 충동성, 공격성과 게임중독 간 관계에서 대인관계기술이 매개변수로 작용하는 것으로 나타났다. 넷째, 학교급별로 나누어 분석한 결과, 중학생들은 대인관계기술의 높고 낮음이 게임중독에 인과적 영향을 미치지 않았고 따라서 매개효과도 입증되지 않은 반면, 고등학생들은 대인관계기술이 게임중독에 영향을 미치며 대인관계 기술의 매개효과도 유의미한 것으로 나타나 게임중독의 예방이나 치료를 위하여 대인관계기술을 증진해주는 개입방안은 고등학생들에게 특히 효과적일 것으로 나타났다.

초등학교 5.6학년 학생의 인터넷 중독과 정신건강과의 관계 (Relationship of Internet Addiction and Mental Health of 5-6th year Students in Elementary Schools)

  • 김혜정;조복희
    • 한국학교보건학회지
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    • 제16권2호
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    • pp.97-110
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    • 2003
  • The purpose of this study is to find out the relationship between internet addiction and mental health of 5-6th grade students in elementary schools and to provide some basic data to develop a program for prevention and treatment of internet addiction. The study is the research of the descriptive correlation and the subjects of the study were 643 students from 5th and 6th year children of four elementary schools in four districts which are located in G city. The data were analyzed by SAS program with frequency, percentage, means, standard deviation, x2-test, ANOVA and Pearson's Correlation Coefficient. The results were as follows: 1. In the demographic characteristics of the subjects, the boys were 50.5%, girls 49.5% and 5th grade students were 48.4%, 6th grade 51.6%. The purposes of the internet using were e-mail 40.3%, game 37.5%. 2. In the degree of the internet addiction were 4.5% of addiction, 38.7% of addiction tendency and 56.8% of non-addiction. 3. The score range of the degree of the mental health index of the subjects' were 26-28, mean 47.8. 4. There were significant differences in mental health index(F=34.01, p= .000) to the degree of the internet addiction. 5. There were significant negative correlation between the degree of internet addiction and the mertal health index(r=0.342, p= .000). The result of the study showed the students who are in high-grade in elementary school have already addicted to using of the internet as much as the youth and the more they addicted to the internet, the lower mental health index they have. According to increasing of the using internet among the elementary school students, the internet addiction of them have increased. Therefore, it is necessary to develope a program for prevention and treatment of the internet addiction.

소아청소년의 게임장애와 중독 (Gaming Disorder and Addiction in Children and Adolescents)

  • 이주엽
    • 대한융합한의학회지
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    • 제5권1호
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과 (Effects of Group Art Therapy on the Aggression and Emotional Regulation Ability of Elementary School Students Over-Immersed in Internet Games)

  • 이건욱;이현미;신지현
    • 한국콘텐츠학회논문지
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    • 제16권9호
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    • pp.769-778
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    • 2016
  • 본 연구는 집단미술치료가 인터넷게임과몰입 초등학생의 공격성과 정서조절능력에 미치는 효과를 알아 보는데 목적이 있다. 연구대상은 S시의 H지역아동센터, Y시의 G지역아동센터 초등학생 16명을 실험집단과 통제집단에 각각 8명씩 배치하였다. 집단미술치료는 실험집단을 대상으로 2016년 1월 4일부터 2016년 2월 15일까지 주 2회, 총 12회기 실시하였다. 연구도구로는 인터넷게임중독 척도, 공격성 척도, 정서조절 척도를 사용하였다. 자료분석은 실시시기와 집단에 따른 차이를 반복측정 변량분석 방법으로 처리하였다. 실시결과 집단미술치료가 인터넷게임과몰입 초등학생의 공격성 완화와 정서조절능력 향상에 긍정적인 효과가 있었으며, 그 효과가 지속되는 것으로 나타났다. 이상의 결과로 볼 때 집단미술치료는 인터넷게임과 몰입 초등학생의 공격성 완화와 정서조절능력 향상에 효과적임을 알 수 있었다. 끝으로 본 연구의 결과를 바탕으로 인터넷게임과몰입 초등학생의 예방 및 치료를 위한 본 프로그램 발전 방향을 제시하였다.