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2012-05-07 19:56

Teenagers spend more time online


By Kim Rahn

A third grader at a middle school in eastern Seoul, surnamed Kang, plays online games for about one to two hours per day.

Actually, he spends fewer hours on cyber games than other schoolchildren because he attends a hagwon, or cram school, in the evening.

“I usually play the games after school before going to hagwon, or sometimes late at night after coming back from hagwon.

Some friends who don’t attend hagwon play for four to five hours,” the 16-year-old said.

According to research, Kang is an “average” teenager as far as online gaming is concerned. The study by the Ministry of Gender Equality and Family showed Monday that teenagers played online games for 96 minutes per day on weekdays in 2011 and 168 minutes on weekends.

It revealed the growing addiction youngsters have to cyber games. In replies to the same survey questions in 2008, they responded they spent 78 minutes on games during weekdays and 115 minutes on weekends.

The research was conducted nationwide on 6,514 fourth to sixth graders at elementary schools as well as middle and high school students.

Due to the increasing use of online games, fewer teenagers are reading books: about a quarter of respondents said they didn’t read a single book per month. Students at elementary school read more books than those in middle or high school.

Some 62 percent of the respondents said they played games between midnight and 1 a.m. The survey was conducted between last October and November before the nighttime game curfew system took effect for gamers under 16.

“Even after the game curfew was adopted, I sometimes play games with an ID my mother allowed with her resident registration number,” Kang said.

The study also showed the game habits of youngsters are greatly influenced by their fellows — teenagers having many friends who play games everyday spent 3.7 times more time playing such games on weekdays compared to those with fewer friends with the same hobby.

A middle school teacher, Lim Go-eun, said late evening gaming is kind of social gathering.

“Online games are a kind of entertainment to be social for youth. They make arrangements such as, ‘Let’s connect to play the game at 11 p.m. and play together.’ Those who don’t join in the game meetings can be alienated or even bullied at school,” she said.

Game addiction was seen more often among boys — nine out of 10 boys played online games, while only half of the girls did.

The growing use of online games is partly attributable to a wider use of smartphones.

Nine out of 10 teenagers had cell phones. A remarkable 36.2 percent of the respondents had smartphones in 2011, a six-fold rise from 6 percent a year prior.

Gender didn’t influence playing games on mobile devices. “I play smartphone games when I get bored, not playing games with friends via computer. Not only boys but also girls enjoy games through the phones,” Kang said.




관련 한글 기사


청소년 인터넷에 시간 더 소비

책을 전혀 읽지 않는 청소년 비율이 24.9%에 달하는 것으로 조사됐다. 또 청소년 10명 중 9명은 휴대전화를 소유하고 있는 것으로 나타났다.

여성가족부는 전국 초등학교 4~6학년생과 중ㆍ고등학교 재학생 6514명을 대상으로 '청소년 매체이용 실태조사'를 실시해 이 같은 결과를 7일 발표했다.

독서 인구 비율은 2007년 84.8%에서 2009년 94.3%로 증가하다 지난해 75.1%로 급감했다. 특히 중학생의 독서 인구 비율이 2007년 85.0%에서 지난해 70.6%로 가장 큰 폭으로 줄었고, 초등학생도 90.3%에서 79.4%로 크게 감소했다. 고등학생은 79.0%에서 75.0%로 감소했지만 초ㆍ중학생에 비해서는 감소세가 완만했다.

독서를 전혀 하지 않는 학생도 전체의 24.9%에 달했다.

또 신문을 구독하는 가정 비율은 전체의 24.2%로, 양부모 가정이거나 부모 학력이 높을수록 구독률이 높았다.

청소년들의 휴대전화 보유율은 2007년 68%에서 지난해 90.1%로 급증했다. 스마트폰 보유율도 2010년 5.8%에서 지난해 36.2%로 6배 이상 늘었다. 월평균 휴대전화 이용요금은 53.7%가 4만원 미만이었지만 8만원을 넘는 청소년도 11.3%에 달했다.



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