The Internet Game Addiction of adolescence is caused by multidimensional factors. If interventions for the Internet Game Addiction were not done at the early stage, the addiction will not only occur physical and psychiatric problem but also threat nor...
The Internet Game Addiction of adolescence is caused by multidimensional factors. If interventions for the Internet Game Addiction were not done at the early stage, the addiction will not only occur physical and psychiatric problem but also threat normal development accomplishment of adolescence.
When adolescence undergo to addiction, they show strange behavior physically and mentally such as violent action caused by confusion of cyberspace and actualworld. Therefore, prevention and solution of the Internet Game Addiction are required.
Many preceding researches revealed that the Internet Game Addiction was related with personal, family, school, and internet environment factors of adolescence. However, few part of parents related factors which are main causes for adolescent delinquency and conflict had been verified for the relationship with the Internet Game Addiction.
This study was designed to identify the cause of adolescence Internet Game Addiction, especially parents related factors. It aims at building a theoretical frame to practically help prevent and manage adolescence Internet Game addiction by setting prediction model through an comprehensive parents and related factors analysis.
The subjects were 1,318 students who study at Seoul and Gyung-gi province elementary, middle, and high school.
The Collected data were analyzed by using SPSS program. Decision Tree Analysis using the Clementine program were applied to build optimum and significant prediction model which can predict Internet Game Addiction related to various factors, especially parents factors.
As a result of data analyses, prediction model for causing factor of Internet Game Addiction presents the following 6 pathways.
1) Adolescence, who were included in the 1st pathway, used Internet Game 1-2 hours per once, had low faith to Father, were middle school students. They also had negative and controlled nurturing attitude of Father and Mother, had been being by themselves during daytime, had not religion.
2) Adolescence, who were included in the 2nd pathway, used Internet Game 1-2 hours per once, had low faith to Father, were elementary school students. They also usually used Internet Game at home, had negative and controlled nurturing attitude of Mother, had low supervision of Father, had pay nothing to Internet cafe within 1 week, used Internet Game 6-7days per 1 week.
3) Adolescence, who were included in the 3rd pathway, used Internet Game 1-2 hours per once, had pay nothing to Internet cafe within 1 week, had sibling, usually used Internet Game at home, had high supervision of Father, had good economic condition, had closed communication with Father.
4) Adolescence, who were included in the 4th pathway, used Internet Game over 3 hours per once, usually used Internet Game at home, had both parents could use internet, had negative and controlled nurturing attitude of Mother, had low expectations regarding school study and high supervision of Mother. They also were male students.
5) Adolescence, who included in the 5th pathway, used Internet Game over 3 hours, had both parents could use internet, had negative and controlled nurturing attitude of Mother, had high expectations regarding school study of Mother, had moderate perception about Internet Game use of Father, had pay nothing to Internet cafe within 1 week.
6) Adolescence, who included in the 6th pathway, used Internet Game over 3 hours, usually used Internet Game at home, had both parents could use internet. Their mother had negative and controlled nurturing attitude to child and had regular occupation. They also pay nothing to Internet cafe within 1week.
This study verified 6 main paths of the causes of Internet Game Addiction in Adolescence. This study suggests preventive and managerial nursing programs for specific groups by path. In addition, this prediction model can be theoretical basis for the development of a protocol to prevent Internet Game Addiction.
Especially, this prediction model can expand the role of school nurse as not counsel addicted adolescence but develop and perform program that can proceed with their parents and apply individually to adolescence through making database and computer programming.