• Title, Summary, Keyword: Game Addiction

Search Result 231, Processing Time 0.029 seconds

Application of Expressive Arts Therapy for Game Addiction Children (게임중독 아동을 위한 표현예술치료의 적용에 관한 연구)

  • Ryu, Jin-A
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.3
    • /
    • pp.91-100
    • /
    • 2018
  • This study was intended to develop successful way of applying express arts therapy intervention to reduce children's internet game addiction tendency. Particularly, this study aim to provide the approach of aspects of arts therapy such as sand play, art, music, and dance/movement. For the purpose of this study, 36 papers in the korean journals about research trends were selected about internet game addiction and chid, and arts therapy. More specifically, it focused on causes, effects, and interventions on internet game addiction of children. The data analysed by methods of demographic analysis. The results of this study are as follows. The largest amount of research subjects which were studied until now were about causes of children's game addiction. Children are hard to understand their psychological problems and to express their conflicts and minds verbally. It should be considered to approach psychological therapy for internet game addiction children that they are on development. Expressive arts therapy is useful approach to them because it's techniques are various to solve their problems. And, the integrative and creative approach should be applied for synergy of methods effectively.

Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
    • /
    • v.17 no.9
    • /
    • pp.479-486
    • /
    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

Relationship between Middle School Boys' Game Addiction and Anger Behavior: Focused on the Mediation Effects of Irrational Belief (남자 중학생들의 게임중독과 분노행동의 관계: 비합리적 신념의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.227-236
    • /
    • 2014
  • This study was conducted to explore the mediation effects of irrational belief on the relationship between game addiction and anger behavior. For this study, 431 middle school boys in Chungcheong areas were included in the analysis. The results showed that game addiction was positively correlated with direct anger-out, rumination, diffusion as well as irrational belief. The boys at high risk of game addiction showed higher mean scores on irrational belief, direct anger-out, rumination: and diffusion than other students. Irrational belief (mediator) partially mediated the influence of the boys' game addiction (independent variable) on direct anger-out, rumination, and diffusion (dependent variable). Finally, limitations of this study and suggestions for future study were discussed.

Relationship between Adolescents' Internal and External Boredom Proneness and Game Addiction: Mediation Effects of Sensation Seeking (청소년들의 내적 권태성향 및 외적 권태성향과 게임중독의 관계: 감각추구성향의 매개효과)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.317-326
    • /
    • 2015
  • This study examined the mediation effects of sensation seeking on the relationship between internal and external boredom proneness and game addiction. For this study, 567 middle school students in Kyungki and Chungcheong were included in the analysis. The results showed that both internal boredom proneness and external boredom proneness were positively correlated with game addiction. Internal boredom proneness was negatively correlated with all subscales of sensation seeking, whereas external boredom proneness was positively correlated with boredom susceptibility and disinhibition. Sensation seeking was found only to partially mediate the influence of the adolescents' external boredom proneness (independent variable) on game addiction(dependent variable). Based on these results, suggestions for game addiction intervention and future studies were mentioned.

Relationship between Middle School Boys' Boredom Proneness and Game Addiction : Focused on the Mediation Effects of Impulsiveness (남자 중학생들의 권태성향과 게임중독의 관계: 충동성의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.10
    • /
    • pp.610-618
    • /
    • 2014
  • The purpose of this study was to examine the mediation effects of impulsiveness on the relationship between boredom proneness and game addiction. For this study, 364 middle school boys in Kyungki and Chungcheong areas were included in the analysis. The results showed that boredom proneness was positively correlated with impulsiveness and game addiction. Impulsiveness was found to fully mediate the influence of the boys' boredom proneness (independent variable) on game addiction(dependent variable). Based on these results, strategic interventions including impulsiveness control and self-leadership training were suggested to prevent game addiction.

The Effects of Adolescent's Relationships with Parents and School/institute Teachers as Protection Factors for Game Addiction: Comparative Analysis of Elementary, Middle, and High School Levels (청소년 게임중독의 보호요인으로서 청소년과 부모 및 학교·학원 교사와의 관계의 영향: 초·중·고 학교급별 비교분석)

  • Song, Indeok
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.8
    • /
    • pp.298-314
    • /
    • 2020
  • This study was conducted for the purpose of empirically analyzing the effects of the adolescents' relationships with major adults as the protection factors for their game addiction. Specifically, the discriminatory effects of adolescents' relationships with their parents, school teacher, and educational institute teachers on game addiction among elementary, middle, and high school students were compared. Analyzing the data from "2019 Korean Children and Youth Happiness Index" (N=7,454), it was found that adult relationships are significant factors explaining the level of game addiction even after controlling the influence of adolescents' demographic and social characteristics, game use behavior, and friend relationship factors. In the case of elementary school students, the relationship with their mothers reduces the risk of game addiction, while for middle and high school students, the relationship with fathers acts as a protection factor for game addiction. Meanwhile, the protection effects of the relationship between teenagers and school teachers on game addiction was found only in middle school students, and contrary to expectations, the relationship with the educational institute teacher did not have a significant impact on the game addiction of teenagers. Based on the above major research results, this study discussed on the development of programs and policies for the prevention and intervention of youth game addiction and provided suggestions for the follow-up research in the future.

EEG and ERP based Degree of Internet Game Addiction Analysis (EEG 및 ERP를 이용한 인터넷 게임 과몰입 분석)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.11
    • /
    • pp.1325-1334
    • /
    • 2014
  • Recently game addiction of young people has become a social issue. Therefore, many studies, mostly surveys, have been conducted to diagnose game addiction. In this paper, we suggest how to distinguish levels of addiction based on EEG. To this end, we first classify four groups by the degrees of addiction to internet games (High-risk group, Vigilance group, Normal group, Good-user group) using CSG (Comprehensive Scale for Assessing Game Behavior) and then measure their Event Related Potential(ERP) in the Go/NoGo Task. Specifically, we measure the signals of P300, N400 and N200 from the channels of the NoGo stimulus and Go stimulus. In addition, we extract distinct features from the discrete wavelet transform of the EEG signal and use these features to distinguish the degrees of addiction to internet games. The experiments in this study show that High-risk and Vigilance group exhibit lower Go-N200 amplitude of Fz channel than Normal and Good-user groups. In Go-P300 and NoGo-P300 of Fz channel, High-risk and Vigilance groups exhibit higher amplitude than Normal and Good-user group. In Go-N400 and NoGo-N400 of Pz channel, High-risk and Vigilance group exhibit lower amplitude than Normal and Good-user group. The test after the learning study of the extracted characteristics of each frequency band from the EEG signal showed 85% classification accuracy.

Loneliness and Game Addiction in the Early Adolescence: A Four-Year Panel Study (초기 청소년의 외로움과 게임중독의 종단적 관계: 게임이용자 패널 데이터의 자기회귀 교차지연 효과 분석)

  • Jin, Borae
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.178-186
    • /
    • 2019
  • Previous studies have shown the significant association between loneliness and game addiction. To determine the causal relationship between them, the present study utilized a series of autoregressive cross-lagged models to early adolescent panel data (N = 346) from KOCCA's Game User Panel Research. Results indicated that loneliness and game addiction, respectively, had relatively strong and stable autoregressive effects across four time points. Also, game addiction at a prior time increased loneliness at a later time, but loneliness was not significantly related to game addiction later in time. These results suggest that game addiction may cause loneliness, not the vice versa.

Internet Game Addiction and Emotional and Behavioral Characteristics in Upper Grade Elementary School Students and Middle School Students (인터넷 게임 중독에 있어서 초등학생 고학년군과 중학생군 간의 정서 및 행동특성의 차이)

  • Jeong, Hyeon;Park, Tae -Won;Lee, Seung-Ok;Lee, Sin-Hoo;Chung, Sang-Keun;Chung, Young-Chul;Yang, Jong-Chul;Cho, Eun-Cheong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.21 no.2
    • /
    • pp.87-94
    • /
    • 2010
  • Objectives : This study was aimed at investigating the relationship between internet game addiction and emotional and behavioral characteristics of students both in the 5th and 6th grade of elementary school and in middle school. Methods : Two elementary schools and two middle schools were chosen to participate. The students completed selfreport questionnaires designed by the authors, called the Internet Game Addiction Scale, Korean youth self-report (K-YSR). Results : Compared to previous studies, the rates of those in the obvious game addiction group were much lower in this study. We defined the upper 10% of internet game addiction scores as a high risk user group and the lower 10% as a control group. There were significant differences between the groups with respect to the the ages at which internet gaming began, the frequency of game play per week, and the average length of each game playing session. Significant associations were also found between the level of internet game addiction and the withdrawn and delinquency subscales of the K-YSR. However, the association between game addiction and the withdrawn subscale was found only in middle school students. Conclusion : The findings from this study suggested that withdrawn and delinquent behaviors could be predictors of internet game addiction. Results also suggested the importance of early childhood intervention for preventing the development of more severe psychopathology in early adolescence.

The Effects of Self-control and Construal Level on Game Addiction (게임이용자의 자기통제와 해석수준이 게임중독에 미치는 영향)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Kyu;Jeong, Eui-Jun;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.13 no.2
    • /
    • pp.131-142
    • /
    • 2013
  • The current study examined how different level of self-constol and construal level influences game users' game addiction. Also we explored the interaction effect between the individual's self-control and construal level on game addiction. To answer the research questions, we conducted an online survey and total 918 participants were selected for the final analysis. According to the results, users with low level of self-control and low-level construal showed higher level of game addiction. In addition, we found a significant interaction effect between self-control and construal-level on game addiction. In high self-control group, game addiction level was low regardless of level of self-construal. However, in low self-control group, the level of construal-level affected game addiction. We found that construal-level played an important mediating variable. These findings suggest a noble insight for autonomous control in alleviatinggame addiction by changing one's level of self-control and self-construal.