• Title/Summary/Keyword: Game addiction response

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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.

Development of a system for detecting game user's addiction (게임 이용자의 과몰입을 탐지하기 위한 시스템 개발)

  • Oh, Sung-kyun;Yoon, Taebok
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.23-30
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    • 2018
  • With the development of ICT technology, the game industry is growing rapidly. However, due to the excessive play of the game, there are cases where normal life is difficult. It is necessary to study the diagnosis and countermeasures against such game addiction. This paper study a system for diagnosing game addiction based on game usage information of game users. In order to develop a game addiction diagnostic system, this study classifies game addiction and abuse users and collects and models log information in real game environment. In addition, the addiction and good use model of game users was used as a knowledge to diagnose the addiction of new game users. Through the experiment, we could confirm the meaningful results. Also, according to the result of the diagnosis, the service such as SMS and reporting was suggested.

Comparison of Anger Expression Style and Cognitive Characteristics among Male adolescent game users depending on the level of Game Addiction and Engagement (게임중독 및 관여 수준에 따른 남자 청소년 게임사용집단의 분노표현양상과 인지적 특성 비교)

  • Lim, Jeeyoung
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.339-348
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    • 2017
  • This study was conducted to examine the differences of anger expression style and cognitive characteristics among adolescents depending on the level of game addiction and game engagement. 420 high school boys were administered the Game Addiction/Engagement Scale, Behavioral Anger Response Questionnaire to measure anger expression style, and Irrational Belief Scale to measure cognitive characteristics. The results of correlation analyses showed that addiction had positive correlations with all the irrational belief factors and behavior anger factors except for assertion and avoidance. Engagement was positively correlated with all the variables except for direct anger-out, avoidance, and self-downing. Participants were divided into three groups depending on the level of addiction and engagement. Addiction high risk-low engagement group showed the lowest scores on support-seeking and the highest scores on diffusion and self-downing. Addiction high risk-high engagement group showed the highest scores on direct anger-out. Based on these findings, it was suggested that counselling strategies for adolescents at high risk of game addiction need to be varied depending on the level of game engagement.

Weekday Internet Game Times and Domestic Factors of Middle & High School Students (중고등학생의 평일 인터넷 게임시간과 가정환경 요인)

  • Kim, Eun Yeob;Lee, Jee Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5326-5336
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    • 2012
  • Most middle and high school students in Korea use internet for gaming and recreation. This study aimed to classify middle and high school students according to amount of time they spend playing games and analyze relationship domestic factors. Weekday game times and environmental factors of the adolescents in Korea. The group with average game time of 30 min, 0:30-1:30 hours, 1:30-3:00 hours, over 4:00 hours. Subjects in this study were 6,487 middle and high school students. For the category "thoughts about game characters", the group with average game time of 1:30~3:00 hours replied "not at all" but the group with average game time of over 4:00 hours replied "sometimes", which was significantly different from the previous group. Similarly, for the category "lack of time for homework", the group with average game time of 1:30~3:00 hours replied "not at all", which significantly differed from the "sometimes" response from the group with average game time. For satisfaction with interest, "average" was the most frequent response from all the groups. Analyzing correlation of factors influencing game addiction in subjects with game time showed that factors related to game addiction diagnosis and academic performance were especially different in the group with average game time of over 4:00 hours compared to other groups. Nowadays internet has taken a large and significant part of our life such that a life without internet is hard to imagine, and our dependency on internet has risen at the same time. Accordingly, education on appropriate utilization and correct usage of internet to youths who lack self-control and judgment is very needed.

The Survey on the Degree of Link with Internet Space and a Internet Addiction Disposition of Adolescents (청소년의 인터넷 접촉 정도와 중독성향에 대한 조사)

  • Sang-chul Han
    • Korean Journal of Culture and Social Issue
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    • v.9 no.2
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    • pp.19-39
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    • 2003
  • The purpose of this study was to investigate the degree of link with internet media and a internet addiction disposition of adolescents. The subjects were 500 students attending to middle and high schools consisted of male and female. The instruments were "the questionnaire on the present conditions of internet use" consisted of 14 items(Cronbach's α=.71) and "the internet addiction rating scale" consisted of 20 items(Cronbach's α=.73). These questionnaire were revised by this researcher. For data analysis, chisqure and ANOVA were used. The main results were as follows. First, a boy students and the vocational high school and the middle school each have more negative response than a girl students and the humanistic high schools in the present conditions of internet use and the judgement on a harmful object of internet space. Second, a boy students have higher than a girl students in an internet addiction disposition. Third, an internet addiction related with the times link with internet, the type of internet game, and the content of internet space(a lustful and violent objects). The various methods for the prevent with the internet addiction of adolescents discussed with based on the previous studies.

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A Study on Dilemma in Internet Addiction Prevention and Solution Policy for Adolescent (청소년 인터넷중독 예방 및 해소 정책의 딜레마 연구)

  • Kim, Ju-Kyoung
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.23-34
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    • 2014
  • The objective for this research is to analyze the origin of the outbreak of a policy dilemma in the government's pursuance of policy aimed at tackling internet addiction among teenagers, as well as analyzing responsive strategy. Therefore, within this research and as the model of the dilemma being the analytical frame, the aspect of the dilemma has been analyzed through the transformation of contexts, conditions, policy values, alternatives, policy actors and policy decision makers. The major research results are as follows. First, each and every dilemma of 'transformation of context and condition', 'policy value and alternatives', 'policy actors' and 'policy decision makers' in processes of policy in preventing and resolving adolescent internet addiction, it acted as a decisive cause in forming the general dilemma of the policy. Second, the government's strategy in policy response within the policy dilemma conditions turned out to be a duplication of policy, occurrence of contradictions, typical response strategy and cyclical choices. Given these factors, the following characteristics have shown up as a result. First, as the problems in duplication of policy and contradictions occurred within a single policy, the government responded to this dilemma in a typical way, which brought about an even more serious dilemma. Second, the government put in effort to re-regulate two values (protection of adolescents and promotion of the video game industry), which are included in the response policy of adolescent Internet addiction. As a result, the policy dilemma has weakened with respect to the past. However, it has not solved the fundamental problems. This research, taking the results as a background, strives to provide implications for establishing a self-consistent groundwork, which combines policy values and vision for the government to pursue effective responsive policy on adolescent internet addiction, which is becoming more and more severe in the information society in which we live.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Analysis of Cognition Pattern of a College Student's Occupational View on Social Welfare Position (사회복지사직에 대한 사회복지학과 학생의 인식유형)

  • Oh, Yun-Sou;Jung, Hyun-Tae;Lee, Seong-Dae
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.285-297
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    • 2014
  • This research is involved in looking into the cognition pattern of social worker position of a fourth-year student majoring in Social Welfare. The purpose of this research is to offer a basic data needed for education of the students who are preparing to get a job of a social worker. For this, applying Q methodology, this research made an objective analysis of their subjective response to social worker position targeting the 30 students in the department of social welfare at the four-year-course college located in Gyeongsangbuk-do and Gyeongsangnam-do. The research results showed that the cognition pattern of the college students' occupational view on social welfare position could be categorized into the three; The first pattern is a "job-skeptic & reality-evasive" type, who tends to perceive the position of a social worker as the one having a lot of job exhaustion and much workload, showing a pessimistic view on the meaning or a sense of mission of a social worker position. The second pattern is a "practice-centered & specialized-job-seeking type" who tends to think much of practical aspects of a social worker job and to seek after the position of a social worker as a specialized job, and at the same time to rely on the policy or system for a social worker position. The third pattern is a "value-oriented & self-achievement type", who tends to think much of the necessity of value or ethics in putting social welfare into practice and also to make much of self-achievement through the channel of a social welfare worker position. Taken together, it might be possibile to turn out professional human resources, but this research thinks it is more necessary to place the education of values of a social welfare worker.