1.Internet Gaming Disorder and Mental Health Literacy: A Latent Profile Analysis of Korean Adolescents
Jiyoung YOON ; JongSerl CHUN ; Soo-Young BHANG
Psychiatry Investigation 2024;21(3):300-310
Objective:
This study identified latent subtypes of mental health literacy (MHL) for Internet gaming disorder (IGD) and explored their characteristics and differences in various factors in adolescents.
Methods:
This study analyzed secondary data from the 2019 Youth Smart Digital Media Survey and included data from 1,936 middle and high school students (14–18 years old). Thirteen items of the MHL questionnaire were used for latent profile analysis. We compared the characteristics and predictors of the identified types using various statistical analyses, including one-way ANOVA, chi-square test, and multinomial logistic regression.
Results:
We identified three subtypes of MHL for IGD in adolescents: “low perception-prefer informal resources,” “moderate perception-preferred resources unclear,” and “high perception-prefer professional resources.” Subtypes showed significant differences in sex, age, family affluence, e-learning time during weekdays, mental health risks, level of problematic smartphone use, and IGD. All variables except IGD predicted one or more latent types.
Conclusion
Practical interventions are required to improve IGD MHL, including customized prevention based on the differences between the three types.
2.Systematic Review of Extended Reality Digital Therapy for Enhancing Mental Health Among South Korean Adolescents and Young Adults
Serim LEE ; Jiyoung YOON ; Yeonjee CHO ; JongSerl CHUN
Journal of the Korean Academy of Child and Adolescent Psychiatry 2023;34(4):204-214
Digital therapy using extended reality (XR) holds great promise for addressing the mental health needs of adolescents and young adults.This study addresses a notable research gap in South Korea by systematically reviewing XR-based digital therapy for the mental health of South Korean adolescents and young adults. We analyzed 26 studies encompassing various aspects, including study type, publication date, research field, research methodology, data sources, program types, program content, sample characteristics, target population, assessment tools, and program effectiveness. Notably, 46.15% of the studies employed an experimental design, whereas over 53% utilized non-experimental approaches. Experimental studies lacked a genuine design, standardized questionnaires, and control variables. Similarly, non-experimental studies failed to report specific literature selection criteria. Consequently, future studies should adopt rigorous methodologies to enhance reliability and validity. Moreover, over 85% of the 26 studies focused solely on virtual reality and did not incorporate augmented or mixed reality. This study identifies the limitations of the previous research. These findings emphasize the need for structured investigations to advance the development of XR-based digital therapy to promote mental health in adolescents and young adults in South Korea.