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1.
Article in Chinese | WPRIM | ID: wpr-426972

ABSTRACT

ObjectiveTo investigate current situation of creativity among inpatient high school students with internet game addiction disorder (IGAD) and its influential factors.MethodsThe participants comprised the patients in the General Hospital of Beijing Military Region meeting the diagnostic criteria for Internet Addiction( including 70 cases of high school (HSIGAD) and junior high school 65 cases (JHSIGAD) and 70 cases of high school in the school (HSIS) ).Questionnaire plus clinical interview method was used in the process of investigation,and the research tools include diagnostic criteria for Internet Addiction,Creativity Assessment Packet (CAP).And further Family environment questionnaire,Egna Minnen av Barndoms Uppfostran (EMBU) and 16PF were used for HSIGAD.ResultsThe creativity's total and each factor's score of HSIGAD( creativity's total ( 109.60 ±11.12 ),risk ( 23.77 ± 2.97 ),curiosity ( 31.51 ± 4.29 ),imagination ( 26.06 ± 3.57 ) and challenge ( 28.26 ±2.87) ) were lower than that of HSIGAD( ( 111.35 ± 12.00) (24.14 ±3.20) (32.25 ±4.26) (26.35 ±4.25)and (28.62 ±2.79) respectively),but there was no significant difference.The creativity's total and each factor's score of HSIGAD were significantly lower than that of HSIS( ( 121.27 ± 7.68 ) ( 26.17 ± 2.30) ( 35.80 ± 3.11 )(29.66 ±3.28) and (29.64 ±2.34) respectively) (P<0.01).Multiple stepwise regression analysis found that extroversion in personality and knowledge in family environment entered the regression equation,and all had positive prediction for creativity tendency.ConclusionThe internet game addiction may slow the development of high school student's creativity.While the personality of extroversion and the family environment with esteem to knowledge were beneficial to the development of adolescent creativity tendency.

2.
Article in Korean | WPRIM | ID: wpr-175200

ABSTRACT

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 self-report 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.


Subject(s)
Adolescent , Child , Humans , Internet , Psychopathology , Surveys and Questionnaires
3.
Chinese Journal of Neuromedicine ; (12): 167-171, 2010.
Article in Chinese | WPRIM | ID: wpr-1032947

ABSTRACT

Objective To explore the functional location of brain regions related to internet game addiction using clue-reaction model and functional magnetic resonance imaging (fMRI). Methods Twenty participants with internet game addiction and 20 control subjects without addiction were tested. They were presented with different internet game videos and the paired common life videos while undergoing fMRI. Questionnaire survey was employed to investigate their emotion changes after watching the game video; the activation data produced by the stimulations were collected through the measurement of blood-oxygen-level dependent signals in the brain. Subtraction algorithm was adopted to analyze the corresponding regions of interest. The activated brain areas stimulated by the internet game videos were determined. Results Compared with the common life video watching, the interact game video watching showed significantly different results of psychological assessments, including emotional states, degree of thirst, degree of liking and wishing to re-watch in the addiction group (P<0.05); while the interact game video watching only had a strong degree of re-watching as compared with the common life video watching in the control group. As compared with the common life videos, internet game videos could induce significantly high activation in the parietal lobe and visual cortex of the temporal lobe of the left brain region in the control group (P<0.05);while significantly activation of all the brain regions, except the nucleus accumbens and the caudate nucleus of the left brain region, was found in the internet game video watching as compared with those in the common life video watching in the addiction group (P<0.05). Conclusion The regions of brain activation of the internet game addiction can be determined by fMRI and these areas may be involved in the generation and maintenance of the internet game addiction.

4.
Article in Chinese | WPRIM | ID: wpr-547889

ABSTRACT

Objective:To investigate the internet game addiction disorder and influential factors in the middle school students of Guangzhou.Methods:A total of 900 middle school students of Guangzhou selected by cluster sampling were investigated with unified questionnaires.Results:Of the middle school students tested,4.9%were diagnosed internet game addiction.There were remarkable differences of the addiction to network game in demography variable,such as age, educational background of father and family economic situation.Between online game addicts and non-addicts,there were significant discrepancies in social support,subjective support,use of support,self-identity,self investment today,and parent-child conflict.Gender,subjective support,parent-child conflict,self investment now,educational background of father and family economic situation entered the regression model.Conclusion:Internet game addiction is closely associated with social support,parent-child relationship,and self-identity.

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