• Title/Summary/Keyword: Overindulgence

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The effect of attention on spinal health of adolescents: The mediating effect of smartphone overindulgence moderated by cognitive strength (청소년의 집중력이 척추건강에 미치는 영향: 인지강도에 의해 조절된 스마트폰 과몰입의 매개효과)

  • Lee, Jin;Kim, Sang-Woo;Lee, Byounghee
    • Journal of Korean Physical Therapy Science
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    • v.29 no.3
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    • pp.29-47
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    • 2022
  • Purpose: This study was conducted to find out the mediated effects of smartphone overindulgence in the relationship between attention and spinal health of adolescents and to find out how cognitive strength moderates these relationships. Design: Cross-sectional study. Methods: All subjects measured attention, cognition strength, spinal angle, and smartphone overindulgence by measuring the ratio of SMR and mid-beta power to the power of the brain wave, amplitude variation of Cognitive Gamma-Peak, forward slope angle of the cervical spine, and the scale of diagnosis of smartphone addiction. Results: As a result, it shows a significant correlation between Attention, spinal angle, cognitive strength, and smartphone overindulgence(p<.05). In addition, attention was significantly mediated on the spinal angle through smartphone overindulgence(p<.001), and cognitive strength was significantly mediated in relation to smartphone overindulgence and spinal angle(p<.05). Conclusion: This result indicates that the mediation effect of overindulgence of a Smartphone is mediated according to its cognitive strength in relation to its effect of attention on the spine angle.

The short-term longitudinal mediation effect of parental responsiveness in the effect of mother's smart device overdependence on children's overindulgence tendency (어머니의 스마트기기 과의존이 아동 초기 스마트기기 몰입경향성에 미치는 영향에서 양육자 반응성의 단기종단적 매개효과)

  • Kim, Yeonsoo
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.281-288
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    • 2020
  • This study examined an effect of mother's smart device overdependence and short-term longitudinal mediation effect of mother's responsiveness on children's overindulgence tendency in smart devices. A total 144 children-mother dyads(male 73, female 71) participated in the study. The results of path analysis were as follows. The mother's smart phone overdependence and children's overindulgence tendency in smart devices were measured at time 1 and mother's responsiveness and children's overindulgence tendency were measured at time 2, six months later. When Time 1 children's overindulgence tendency in smart devices was controlled, Time 1 mother's smart phone overdependence significantly predicted time 2 children's overindulgence tendency. This study suggested empirical findings that caregiver's smart device were related with children's overindulgence tendency.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games (게임 이용자의 환경이 게임 이용 및 과몰입에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.63-76
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    • 2015
  • The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

Effects of Parent-Child Attachment, Parental Involvement in Child-Rearing and Instruction for Children's Effective Use of Smart Devices on Young Children's Smart-Device Overuse Behavior (부모의 자녀애착, 양육 참여 및 스마트기기 사용지도가 유아의 스마트기기 과다 사용에 미치는 영향)

  • Moon, Kyung Im;Lee, Wan Jeong
    • Human Ecology Research
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    • v.54 no.6
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    • pp.611-620
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    • 2016
  • This study examined how parent-child attachment, parental involvement in child rearing and instruction for children's effective use of a smart device reflect on young children's smart device overuse behavior. We collected questionnaires from 196 parents with children attending early childhood education institutions for the survey. Frequency analysis as well as Person correlation coefficient and regression analysis were conducted using IBM SPSS 21.0 statistics. The results showed that 91% of targeted young children were using a smart device and 78% first used them before age 5. As for time of use hours, 43.9% used their smart device from 30 minutes to 1 hour on average. In addition, parent-child attachment and father's involvement in child rearing were found to be inversely correlated to young children's smart device overuse. The result of hierarchical regression analysis on parent factors influencing young children's smart device overuse behavior indicated that mothers' contact-seeking behavior to young children, mother's involvement in learning and instruction for children's effective use of a smart device at home had beneficial effects. This study analyzed parent factors that influenced young children's smart device overindulgence. In addition, the baseline data of this study will be utilized to develop programs for the prevention and therapy to solve the smart device overindulgence as well as to establish young children's guidelines for using a smart device.

The Difference of Perception about Nutritional Problems and Food intakes, Nutrition Knowledge Score and Realities of Nutrition Education between Parents and Preschool Teachers (유아교육기관 교사와 학부모의 유아의 영양문제 및 식품섭취에 대한 인식, 영양지식 및 영양교육에 관한 차이)

  • Lee, Joo-Hee;Kang, Eun-Jung;Kim, Chang-Im
    • Korean Journal of Community Nutrition
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    • v.16 no.6
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    • pp.636-646
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    • 2011
  • This study was conducted to investigate the difference of perception about nutritional problems and food intakes and nutrition knowledge score and realities of nutrition education between parents and preschool teachers. This research can be summarized as follows: there was the statistical difference of perception (${\chi}^2$= 52.451, p = 0.000) about nutritional problem of preschoolers between parents and preschool teachers. Parents (56.4%) and teachers (58.5%) identified eating only what they want as the most common nutritional problem of children, but they had different perception about the other problems. To parents, "No nutritional problem" (16.3%) is the second and "Overindulgence of processed food" (11.1%) is the third problem of preschoolers. To teachers, "Overindulgence of processed food" (23.8%) is the second and "Obesity" (14.3%) is the third problem. The perception on food intakes of preschoolers was statistically different in meats (${\chi}^2$= 8.892, p = 0.030), fish (${\chi}^2$= 32.241, p = 0.000), beans (${\chi}^2$= 14.770, p = 0.005), vegetables (${\chi}^2$= 12.706, p = 0.013), fruits (${\chi}^2$= 14.438, p = 0.006) and milk & dairy products (${\chi}^2$= 28.591, p = 0.000) between parents and preschool teachers. However, nutritional knowledge was not different between parents and preschool teachers. While 96.6% of preschool teachers felt that it was necessary to educate preschoolers, only 41.5% of them said that they fulfilled nutrition education, showing that nutrition education was not adequately carried out on the spot. Therefore providing basic materials through which nutritional management guidance and proper nutrition education for preschoolers can be carried out by investigating and analyzing knowledge on their nutrition and meal guidance activities for preschooler teachers and parents.

Measuring Industry Regulations Using an Agent-based Model: The Case of Online Games in Korea

  • Taekyung Kim;Seongmin Jeon;Jongil Kim
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.165-180
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    • 2019
  • As game industry prospers, the negative side of games becomes highlighted as well as its contributions to economy growth. In spite of strong arguments for the necessity to regulations as a means to decrease addiction or overindulgence, research has produced future suggestions rather than quantifiable evidence. In this paper, we propose adopting a simulation approach in addition to quantitative approaches to better understand optimal regulatory levels since a simulation approach can visualize unexpected side effects of regulations. In this study, we suggest the application of an agent-based model (ABM) as a smart service to measure the effects of regulatory policies. We review cases applying ABM in various domains and consider the possibility of using an ABM to understand the effectiveness of web board-game regulations. We find that the ABM approach would be useful in several areas, such as the analysis of regulatory effects that reflect a variety of characteristics, the measurement of micro-regulatory effects, and the simulation of regulations.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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