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Review Article 인터넷게임 과다사용 청소년의 경험에 관한 내용분류 - 사이버 상담사례를 중심으로 -
이지영·하양숙
Classification of Adolescents' Experiences from Excessive Internet Game - Use in Cyber Counseling -
Jee Young Lee and Yang Sook Hah
STRESS 2007;15(1):27-34
DOI: https://doi.org/
Published online: March 31, 2007

서울대학교 간호대학



College of Nursing, Seoul National University, Seoul, Korea

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To classify adolescents' experiences from excessive internet game use in cyber counseling, we reviewed statements by adolescent on the selected two web sites. All statements were classified into 3 categories according to the main themes; (a) motivations of excessive internet game use (b) negative influences of excessive internet game use (c) psychological difficulties from excessive internet game use. Gratification from virtual relationship, projection of fantasy need, attachment with cyber-self, satisfaction from achievement and recognition were included in motivation category as inducement factors. School work burden and stresses, relationship problems, negative affections were also included in motivation category as avoidance factors. Disturbances in daily life, disturbances in reality distinction, withdrawal symptoms and tolerance to internet game, cognitive and emotional changes, deviated behaviors were included in negative influence category. Self aversion and self-depreciation, guilty feelings were included in psychological difficulty category. Our study will be useful for understanding adolescents' experiences from excessive internet game use and also provide significant information to mental health program for adolescents who use internet game excessively. (Korean J Str Res 2007;15:27∼34)

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