Learning Objective #1: The learner will be able to undestand about general chatacters of adolescents'online game addiction | |||
Learning Objective #2: The learner will be able to know about effects of school based Internet game addiction prevention program for middle school students. |
Effects of Online
Game Addiction Prevention Program
for Middle
School Students in South Korean Urban City
Objective: This study was to
examine the effects of school based online game addiction prevention program
for middle school students in an urban city,
Method: The subjects were 143
(Experimental. 73, Control. 70) middle school students in South Korean urban
city. The program was consisted of 8 sessions and
conducted program during Aug. to Sep. 2006. The study variables were knowledge about online game,
self-control of online gaming, and online game addiction surveyed by summated
self-reported questionnaires. The data were analyzed by Kolmogorov-Smirnov
test, Fisher's exact test, ¥ö2 –test, t-test and
ANOVA using SPSS PC program.
.
Finding: Knowledge about online
game (t = 2.014, p = .026) and online game addiction (t = -2.194, p = .015) are
changed more significantly in experimental than in control group through Internet game
addiction prevention program. Self-control of online
gaming,
on the other hand, did not show significant difference by the program.
Conclusion: Based on these findings, more frequent and
intensive program need to develop not only in collaboration with health and
school personnels but with parents. Also, school-based Internet game addiction
prevention program should be implemented as regular curricular
base to decrease internet game addiction significantly.
Keywords;
Online game addiction, middle school students, nursing intervention