• 제목/요약/키워드: Internet addiction disorder

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일상생활지장과 자아조절능력지장이 인터넷게임중독에 미치는 영향에 대한 연구 (A Study on the Effects of Daily Living Disorder and Self-Regulation Ability Disorder on Internet Game Addiction)

  • 안현우;김성주
    • 한국게임학회 논문지
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    • 제20권1호
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    • pp.107-120
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    • 2020
  • 세계보건기구의 ICD-11 개정 이래 인터넷게임이용장애에 대한 사회적 담론의 수위가 높아지고 있다. 그러나 기존의 연구는 게임이용장애 혹은 중독에 대한 용어와 인과관계조차 혼재되어 있는 실정이다. 본 연구는 인터넷게임중독에 초점을 두고 만 16~18세 고등학생을 대상으로 연구를 진행하였다. 분석 결과, 일상생활과 자아조절능력에 지장이 클수록 인터넷게임중독에 빠질 위험이 높은 것으로 나타났다. 본 연구는 전문의 자문과 설문을 통해 2차 검증을 실시한 연구로써 학술적, 실무적 의의를 가진다.

인터넷 중독에 대한 침 치료 연구동향 (Research Trends in Acupuncture Treatment of Internet Addiction Disorder)

  • 이승환;조영훈;정보은;성우용;임정화
    • 동의신경정신과학회지
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    • 제28권1호
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    • pp.1-13
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    • 2017
  • Objectives: The purpose of this study is to investigate the trends in acupuncture research on Internet addiction disorder. Methods: Clinical research papers on acupuncture treatment were searched and selected. Seven databases, including English, Chinese, Japanese, and Korean databases, were searched systematically. Non-clinical, non-acupuncture, and unpublished studies were excluded. The characteristics of the included articles were described, and these articles were assessed by the Risk of Bias (RoB) tool or the Risk of Bias Assessment for Non-randomized Studies (RoBANS) tool. Results: Ten clinical studies on Internet addiction disorder were finally selected, and all of these studies were published in China. The electroacupuncture (EA) method was used in most of the acupuncture treatment studies. Most of the psychotherapy studies used cognitive behavioral therapy (CBT) in the control group. Most of the studies showed effective results. The results of this study suggest that the combination of acupuncture and psychotherapy is more effective than either treatment modality alone. However, the quality of these clinical studies was low. Conclusions: According to this study, acupuncture treatment seems to have excellent effects in Internet addiction disorder. However, the quality of most studies was low. Therefore, higher quality research on Internet addiction disorder is required.

인터넷 중독 임상군의 심리사회적 특성과 인터넷 중독 영향요인에 대한 융합 연구 (Convergence Study of Psychosocial Characteristics and Factors Relating on Internet Addiction in Patients with Internet Addiction)

  • 송열매;김선아
    • 한국융합학회논문지
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    • 제9권7호
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    • pp.337-346
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    • 2018
  • 본 연구는 정신의료기관에 방문하여 치료를 받고 있는 인터넷 중독 임상군의 심리사회적 특성과 인터넷 중독과 관련된 영향요인을 규명하기 위해 2차 분석을 실시한 서술적 조사 연구이다. 연구대상자는 일 정신의료기관에 인터넷 중독으로 진단 및 치료를 받은 63명으로 전자의무기록을 확인하여 자료를 수집하였다. 전자의무기록에는 인터넷 중독 정도, 불안, 우울, 충동성, 주의력결핍과잉행동장애 정도, 사회연결망 정도를 측정하는 척도가 포함되어 있어 이를 이용하였다. 연구결과, 인터넷 중독 정도는 하루 인터넷 사용시간, 불안, 충동성, 주의력결핍과잉행동장애 증상과 유의한 상관관계가 있었으며, 인터넷 중독 정도의 영향요인은 주의력결핍과잉행동 증상, 하루 인터넷 사용시간, 충동성으로 나타났고, 총 설명력은 44%이었다. 본 연구 결과를 토대로 인터넷 중독 임상군이 겪고 있는 심리사회적 어려움을 치료에 반영하고, 주의력결핍과잉 행동장애 임상군에게 적절한 인터넷 사용 교육이 필요할 것으로 사료된다.

Internet Addiction and Attention-Deficit/Hyperactivity Disorder Traits among Female College Students in Japan

  • Tateno, Masaru;Tateno, Yukie;Kamikobe, Chikara;Monden, Ryunosuke;Sakaoka, Oji;Kanazawa, Junichiro;Kato, Takahiro A.;Saito, Takuya
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제29권3호
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    • pp.144-148
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    • 2018
  • Objectives: Previous studies have reported that internet addiction (IA) is associated with attention-deficit/hyperactivity disorder (ADHD) consistently. However, in terms of gender, there are controversial findings. We aimed to investigate the relation between IA and self-acknowledged ADHD traits among female college students in Japan. Methods: The study questionnaire consisted of questions about demographics, Adult ADHD Self-Report Scale-V1.1 Part A (ADHD screener) and Young's Internet Addiction Test (IAT). When four or more items are more frequent than the cut-off on ADHD screener, the subject was categorized into students with a positive ADHD screen. We defined students with total IAT score of 70 and higher as IA. Results: A total number of respondents was 369 (mean age: $19.0{\pm}0.7years$). Seventy-seven subjects were screened positive on ADHD screener (20.9%). Students with a positive ADHD screen scored significantly higher on the IAT ($54.2{\pm}14.2$ vs. $42.5{\pm}11.3$). The rates of IA in students with and without a positive ADHD screen were 18.2% and 1.0%, respectively. Conclusion: Results of this study demonstrated the relation between IA and self-evaluated ADHD traits among female college students in Japan. Appropriate education for students on how to use the internet properly will be necessary to prevent IA.

The effect of gaming disorder on suicidality: Focusing on the mediating effect of social support and self-esteem

  • CHO, Hyunseob;HWANG, Yoobin;SEO, Bo-Kyung
    • 식품보건융합연구
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    • 제8권2호
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    • pp.27-34
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    • 2022
  • The purpose of this study is to find out the role of social support and self-esteem in the relationship between gaming disorder and suicidality of college students. A survey and analysis were conducted on 1,154 students in a four-year university in Gyeonggi-do of Korea. With analysis of the Internet Gaming disorder scale, 162 people (14%) were subjected to gaming disorder and 992 (86%) were non-gaming disorder. The hypothesis of this study was verified as follows. First, college students with gaming disorder have higher suicidality and lower social support and self-esteem than those with non-gaming disorder. Second, gaming disorder of college students have a positive correlation with suicidality, while gaming disorder will have a negative correlation with social support and self-esteem. Third, social support and self-esteem mediate the relationship between gaming disorder and suicidality of college students. These results show that social support and self-esteem can act as protective factors. The results are very meaningful in that they have verified the high risk of suicidality of college students with gaming disorder. It is suggested, when college students show signs of Internet gaming addiction, a more active prevention for suicidality should be considered as they can become a suicidal high risk group.

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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일 대학병원 소아청소년 정신건강클리닉에 내원한 청소년에서 인터넷게임중독과 정신과적 증상의 관계 (Relationship between Internet Game Addiction and Psychiatric Symptoms in a Child and Adolescent Psychiatric Clinic)

  • 오은정;최삼욱;이해국;박장호;안준호;최지은;방수영
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제25권3호
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    • pp.136-141
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    • 2014
  • Objectives : The aim of this study was to examine the relationship between internet game addiction and psychiatric symptoms. Methods : A total of 447 adolescents who were recruited from a child and adolescent psychiatric clinic of university hospital completed a self-report questionnaire consisting of Korean Internet Addiction Self-scale (K-scale), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), Korean-Attention-Deficit Hyperactivity Disorder Rating Scale (K-ARS), and Adolescent Happiness Index (AHI). They were classified into three internet user groups, non-addicted group (below or equal to 94), potential risk group (95 to 107) and high risk group (above or equal to 108) according to K-scale total score. Results : Significant mean differences in BDI, BAI, K-ARS, and AHI scores were observed among the three groups. The BDI, BAI and K-ARS scores showed positive correlation with K-score. The AHI score showed negative correlation with K-score. Conclusion : Findings of this study suggest that depression, anxiety, inattention, hyperactivity/impulsivity, and happiness are associated with internet game addiction.

Exploring the problem of Internet Addiction: A Review and Analysis of Existing Literature

  • SINGH, Sumanjeet;PALIWAL, Minakshi
    • 웰빙융합연구
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    • 제3권1호
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    • pp.11-20
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    • 2020
  • Anecdotal reports indicate that maladaptive patterns of Internet use constitute behavioral addiction. Internet addiction is characterized by unrestrained and awfully controlled engrossment or behaviors regarding internet access that lead to impairment, stress, dimensionally measured depression, indicators of social separation and anguish. By reviewing and analyzing approximately 100 articles we present evidence that are able to provide an overview of the main themes and proclivity covered by existing and relevant studies. The vital detection of this research unveils that many factors related to social, demographic, lifestyle changes related constructs have a bearing on the phenomenon of internet addiction strongly. This study not only reached certain conclusions for both theory and practice, but also defined future lines of research according to the gaps detected by the study's results. The main findings from this literature, though not conclusive, but will help the researcher and policymakers to obtain a better understanding and description of the problem faced by the youth and necessary to develop some remedies to lessen the addiction phenomenon.

중학생의 인터넷 사용행태와 인터넷 중독증과의 관계 (A Study on the relationship between the patterns of internet utilization and the internet addiction)

  • 안영준;김자옥;문경래
    • 한국전자통신학회논문지
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    • 제8권7호
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    • pp.1083-1091
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    • 2013
  • 인터넷 의존도가 높아지면서 인터넷 중독증 문제가 사회적인 문제로 대두 되었으나 인터넷 중독증에 대한 임상 연구는 부족한 상태이다. 본 연구에서는 인터넷 사용 행태와 인터넷 중독증을 파악하여 임상연구와 교육중재 및 집단상담 프로그램의 기초 자료를 제공하고자 한다. 인터넷 사용 행태와 인터넷 중독의 관계를 확인하는 서술적 조사 연구로 광주광역시 2개의 중학교의 1,984명을 대상으로 자가 기입식의 구조화된 설문지를 이용하여 자료를 수집하였다. 대상자의 인터넷 중독증은 전체 대상자의 11.8% 이였으며. 일반적 특성에 따른 인터넷 중독증은 성별, 종교에서 통계적으로 유의 하였고, 인터넷 사용 행태와 인터넷 중독증과의 관계에서는 인터넷 사용량 시간, 사용 시간대, 사용 장소, 성인 사이트 이용 행태, 사용 목적에서 통계적으로 유의하였다. 인터넷 중독성의 경중에 따라 의료진에게 정신과적인 상담과 약물 치료를 받거나 인터넷 바로 알고 유용하게 이용하기, 즐거운 활동과 꿈 찾기, 과거와 미래의 인생 곡선과 자신의 현재 욕구를 찾아 긍정적인 부분을 강화하면서 변화된 자신의 모습을 찾아보는 프로그램을 통해서 본인 스스로 인터넷 사용을 줄이고 싶은 동기를 내재화 시켜 인터넷 게임 지향적인 활동을 억제 할 수 있도록 가정, 학교, 사회에서 지속적인 관심과 효과적인 교육 프로그램을 수행해야 할 것으로 판단된다.

A Gender Comparative Study on South Korean Youth Internet Addiction

  • Hasan Tinmaz;Jin Hwa Lee
    • Asia pacific journal of information systems
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    • 제30권3호
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    • pp.590-613
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    • 2020
  • As a part of advanced technology society, South Korean youth have been accessing the Internet at a very high pace. The Internet overuse could yield addiction where may be a serious psychological disorder of this century. The literature remarks that gender could make a significant difference on internet addiction. Therefore, this study aims to examine the effect of gender variable on internet addiction for a sample of South Korean university students (n = 815; 312 females and 503 males). The instrument had two sections; the demographics and twenty Internet Addiction survey items based on a five level scale; "Rarely, Occasionally, Frequently, Often and Always". The results showed that general tendency among the participants appeared between "Occasionally" and "Frequently" for internet addiction. In order to test five derived study hypotheses, the researchers conducted comparative statistical tests. The t-tests revealed that gender made statistically significant differences on nineteen items where males were higher than females showing that males significantly spend more time on the Internet than females. Additionally, t-tests results showed that seventeen of the survey items showed statistically significant differences with respect to types of technology dominant environment. The researchers created two dummy variables to combine gender and technology dominant environment variables and gender and school year variables, to have a better understanding the gender effect with one-way ANOVA. The gender difference still exists following its merge to technology dominant environment showing that the gender surpasses IT related environment. When school year combines to gender, males show higher scores for certain items, especially for freshman year.