Journal of the Korean Academy of Child and Adolescent Psychiatry : eISSN 2233-9183 / pISSN 1225-729X

Table. 1.

Table. 1.

Internet use pattern of subjects and initial score of rating scales

 Boys (n=7)  Girls (n=10) 
Time being spent for Internet use (hours/day)
 <21 (14.29)5 (50.00)
 2<−<43 (42.86)2 (20.00)
 4<−<83 (42.86)2 (20.00)
 >8-1 (10.00)
Peak time of Internet usage
 After school-Evening1 (14.29)6 (60.00)
 Evening-Midnight2 (28.57)2 (20.00)
 Midnight-Daybreak1 (14.29)-
 All day long (If have a chance)3 (42.86)2 (20.00)
First time of playing computer game (age)8.5 (2.07)8.3 (2.31)
The date being addicted to Internet
 Immediately after Internet use4 (66.67)2 (22.22)
 6 month after Internet use-1 (14.29)
 2 year after Internet use2 (33.33)6 (66.67)
Main usage
 MMORPG4 (57.14)3 (30.00)
 RTS2 (28.57)
 FPS1 (10.00)
 Other contents besides Internet games (chatting or websurfing) 1 (14.29)6 (60.00)
IAS60.2 (13.4)60.3 (13.2)
CDI25.6 (2.1)25.7 (3.2)
SAI43.4 (6.2)35.2 (7.2)
TAI49.9 (3.0)47.7 (3.5)

Data present number (percent) or mean (standard deviation). CDI: Children’s Depression Inventory, FPS: first person shooting, IAS: Young’s Internet Addiction Scale, MMORPG: massive multiplayer online role playing game, RTS: real-time strategy, SAI: State Anxiety Inventory, TAI: Trait Anxiety Inventory

J Korean Acad Child Adolesc Psychiatry 2018;29:73-9 https://doi.org/10.5765/jkacap.2018.29.2.73
© 2018 J Korean Acad Child Adolesc Psychiatry