• Title/Summary/Keyword: game-addiction tendency

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Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Effects of Smartphone Game Addiction by Elementary Schoolers on School Violence Awareness (초등학생의 스마트폰 게임중독이 학교폭력인식에 미치는 영향)

  • Im, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.417-425
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    • 2020
  • In the present study, practical measures were to be presented for prevention of smartphone game addiction and school violence by analysis of the effects aspect of the smartphone game addition by elementary school students on school violence awareness. For this purpose, a questionnaire survey was conducted for the subject of 6th graders attending an elementary school located in K city of Jeollanam-do, and a total of 258 copies were utilized as the final analysis data. Considering the analysis results, significant differences in the smartphone game addition were observed first as a function of the elementary school students' sex and game use time. The level of smartphone game addiction was observed to become higher for male students than female students, and the higher the longer the game use time during a day. Secondly, a positive (+) correlation was observed to exist between the smartphone game addiction and the school violence awareness. Thirdly, the variable affecting the school violence awareness among individual sub-variables for the smartphone game addiction was shown to be a problem with loss of control and power of reality test. The higher the addiction level of each variable, the negative tendency for school violence awareness was shown to be increased. Based on such analysis results, policy-wise, practical suggestions as well as directions for the follow-up studies have been presented for the improvement of smartphone game addiction and school violence awareness.

The Effect of Children's perception of parenting attitude and learned helplessness on computer game addiction (부모의 양육태도, 학습된 무기력이 컴퓨터 게임중독에 미치는 영향)

  • Kweon, Soon-Hee;Kweon, Soon-Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.59-69
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    • 2008
  • The purpose of this study was to investigate children's Perception of parenting attitude parent and learned helplessness on addictive use of computer game. The data was collected through paper-pencils surveys with 745 students who are attending the 4, 5, and 6 grade of three elementary schools. The instrument used to see how they looked at the parenting attitude of their was Ji-hyun Hwang(2006)'s Perceived Parenting Attitude Inventory, Chang-woo Song(1997)'s Learned Helplessness, and Internet Game Addiction Test by developed Korean Agency Digital Apportunity & Promotion. Statistics and methods used for the data analysis were Cronbach'a alpha, freuency, percentage, Two-Way ANOVA, Pearson's Correlation, and Regression by using SPSS WIN 12.0. The results of this study is described as follows. In this study, prevalence of computer addiction tendency and addiction is 14.3%. Male students showed highest computer addiction game than female students.

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Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

Communication Pattern and Problem-solving Ability of the Internet Game Addicts in College Students (대학생 인터넷게임 중독 집단의 의사소통유형 및 문제해결능력)

  • Lee, Man-Je
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.108-119
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    • 2009
  • The purpose of this study is to verify differences between the college students communication pattern and problem-solving ability according to the degree of their internet game addiction. Data were obtained through 295 respondents from the college students in Seoul, Kyungsang and Junra Provinces and analyzed by one-way ANOVA. The findings are as follow: First, respondents has some significant differences in communication pattern according to the degrees of the internet game addiction. Second, the high level of addiction group shows the less functional communication pattern such as placating, blaming, irrelevant stance. Third, faced with the problem, the high level of addiction group has a tendency to use more negative problem-oriented, impulsive and careless-style, avoidance-style than rational problem solving style.

The Influence of Stress on Game Addiction in University Students: Moderating Effect of Human Relation Skills (대학생의 일상생활 스트레스가 게임중독에 미치는 영향: 대인관계 기술의 조절효과)

  • Kang, Moon Sil;Kim, Yoon Sook;Kim, Young Hee
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.65-82
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    • 2016
  • This study examined the influence of university students' stress in their daily lives on game addiction, and investigated whether the human relation skills has a moderating effect on their daily life stress. For this study, surveys of 222 university students were collected and analyzed with SPSS 18.0 program. The results of this study are as follows: First, the participants displayed lower human relation skills as the level of stress from the studies increased. In contrast, the participants displayed higher human relation skills as the level of stress from future plans and family relations increased. Second, as the level of game addiction increased, human relation skills were found to be lower. Third, the university students' stress from daily lives had a static effect on game addiction. The participants displayed tendency of game addiction as they had high levels of stress from their studies, financial issues, future plans, values, family relations, and human relations with people apart from their family. Among the listed factors of stress, the stress from the studies most strongly influenced the participants to be addicted to games. Fourth, among the sub-factors of stress in the university students, issues in future plans and family relations significantly control the game addiction. Studies on this area has been insufficient. From the study, it is found that in order to prevent university students to be addicted to games, they must cope well with their stress. Furthermore, this study carries its significance in finding the results that human relation skills contribute as a part of dealing with stress.

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

  • Kim, Hye-Jung;Cho, Bok-Hee
    • Journal of the Korean Society of School Health
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    • v.16 no.2
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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.

Effect of an 8-Week Competitive Exercise Program on Physical Fitness and Psychological Factors in Game-addicted Adolescent (8주간의 경쟁운동 프로그램이 게임과몰입 청소년의 기초체력과 심리적 변인에 미치는 영향)

  • Choi, Seung-Jun
    • PNF and Movement
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    • v.15 no.3
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    • pp.281-290
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    • 2017
  • Purpose: The purpose of this study was to examine the effect of an 8-week competitive exercise program on physical fitness, psychological variables, and video-game playtime in game-addicted adolescents. Methods: All subjects were screened by a game behavior diagnosis scale questionnaire, and a total of 7 game-addicted, male adolescents ($16{\pm}2$ yrs of age) participated in the study. All subjects were informed of the study's purpose, procedures, and risks, and a consent form was obtained from each subject. The 8-week soccer and basketball exercise program included twice-weekly sessions of 120 minutes per session. All data were presented as $mean{\pm}SE$, and the variables were analyzed with a paired t-test. Results: Following the 8-week intervention, cardiovascular endurance and grip strength were significantly increased (approximately 17 and 7%, respectively [p<0.05]). Although there was no statistical significance on flexibility, vertical jump, and zigzag-run, all variables showed an increasing tendency. Anxiety levels changed from a mild anxiety state to a normal state, and depression levels also altered from moderate to a normal state. The video-game playtime was reduced about 20% during weekends and vacation periods. Conclusion: Given these combined results, 8 weeks of regular participation in competitive exercise (soccer/basketball) may contribute to positive effects on physical fitness, psychological variables, and video-game playtime in computer-game addicted adolescents.

Factors Influencing Internet Addiction among Adolescents in an Area (일부 지역 청소년의 인터넷 중독에 영향을 미치는 요인)

  • Shin, Seung-Bae;Lee, Ju-Yul;Kim, Seok-Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.12 no.1
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    • pp.45-58
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    • 2011
  • Objectives: The purpose of this study is to analyze the fators affecting Internet addiction among adolescents in an area. Methods: By using cluster sampling, 2,479 participants representing 22 elementary school, 11 middle school, 7 high school students in a county of the Chungcheongnam-do. Data was analyzed by SPSS 12.0. using t-test, F-test, chi-square test, Pearson correlation coefficient and multiple regression. Results: Internet addiction positively correlated with high school students(dummy variable), Internet-connected computers in PC Game Room(dummy variable), Internet using time(weekday) and Internet using time(weekend). Internet addiction negatively correlated with Internet-connected computers in school(dummy variable), Internet-connected computers in friend's house(dummy variable). For the male students, Significant factors affecting Internet addiction were eating habits, Internet-connected computers in friend's house, Internet using time(weekend). For the female students, Internet using time(weekday) and Internet using time(weekend) were significant. For the elementary school students, Significant factors affecting Internet addiction were Internet using tine(weekday) and Internet using time(weekend). In the case of the middle school students, Internet using tine(weekday), Internet using time(weekend) and eating habits were significant. but, the high school students, Internet using time(weekend) was significant. Conclusions: Students who spend more time in the internet have higher tendency to become addicted to the internet. Therefore, it would be necessary to develop program to prevent internet addiction.

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Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.