• Title/Summary/Keyword: adolescent%27s social anxiety

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Relationships between Emotional Competence and Social Anxiety among Korean Children and Adolescents (아동과 청소년의 정서적유능성과 사회불안과의 관계)

  • Park, Young-Yae;Kim, Lee-Jin
    • Korean Journal of Human Ecology
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    • v.14 no.1
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    • pp.27-34
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    • 2005
  • The purpose of this study is to investigate the relationship between emotional competence and social anxiety among Korean children and adolescents. The subjects of this study were 385 children between fifth and sixth grade ages and 579 middle school students. Their emotional competence was assessed by 'Korean Emotional Competence scale (Kim et al., 2004),' and also their social adjustment was assessed by 'Social Anxiety Scale (Moon & Oh, 2002).' The data were analyzed by ANOVA, the Pearson's correlation, and regression, using SPSS. The results of this study are as follows: (1) Children's and adolescents' emotional competence and social anxiety were relatively high. (2) Their emotional competence had a meaningful difference according to SES, gender, and birth order. (3) Their social anxiety had a meaningful difference according to SES, gender, and birth order. (4) There was a significant relationship between their emotional competence and social anxiety. (5) A regression analysis result of children's and adolescents' social anxiety showed that approximately 11.3% variance could be explained by four emotional competence variables: 'self-expressiveness and assertion,' 'awareness and understanding of emotion,' 'positive acceptance,' and 'collective consciousness.'

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COMPUTER GAME PLAYING PATTERNS, PARENTAL REARING PATTERNS AND INDIVIDUAL PSYCHOPATHOLOGY IN ADOLESCENTS (청소년의 컴퓨터게임 이용실태, 부모양육방식, 개인의 정신병리)

  • Ryu, Jeoung-Whan;Kim, Young-Mi;Jeong, Hong-Kyung;Jo, A-Ra;Lee, Jung-Ho;Choi, Young-Min;Lee, Gi-Chul;Jeon, Seong-Ill
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.27-41
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    • 2000
  • Objects:This study was designed for studying of current Korean adolescents computer game playing habits and exploring associations with parental rearing patterns and individual psychopathology. Methods:One hundred twenty four adolescents(age 13-15) who reside in urban area completed self-report questionnaires containing Questionnaires designed by authors, Symptom Checklist-90-Revision of Korean Version(SCL-90-R) and Parental Bonding Instrument(PBI). Results:1) Computer game playing appears to be one of the social and leisure phenomena in these days. Although Adolescents spend a lot of times on computer game, Many of them perceive not problematic. 2) Compared with females, Male play computer games more regularly, more longer, spent more times in gamebang. 3) There was positive relationship between anxiety subscale in SCL-90-R and detrimental effects of computer game. 4) There was positive relationship between game frequency and maternal overprotection. 5) The main reasons for playing are 'for an avoidance of stressful life events', academic burden was the most troublesome issues in korean adolescents. 6) Many adolescents use gamebang as a social place, but they thought that gamebang is not good places to have a good time. Conclusion:This papers shows that computer game playing is a popular social leisure activity in Korean adolescents. And, Most of korean adolescents reported that they are suffered from pressure of academic achievements. They use computer game mainly by means of relieving academic pressures. In a heavy game users who have many conflicts with parents, teacher and who has frequent truancy and social withdrawal show significant anxiety. Maternal overprotection was observed in heavy game users. Authors recommended that clinicians should be careful in examining heavy computer game behaviors. Both underlying affective states and environmental influences, including family situations should be vicariously examined.

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