Smartphones with banking capabilities can offer users dramatic conveniences but, at the same time, can encourage greater dependency on the smartphone.
Smartphones with banking capabilities can offer users dramatic conveniences but, at the same time, can encourage greater dependency on the smartphone.Tags: Research Paper About PollutionHypertext EssayHow To Write Your Business PlanMicrochip EssayEssays On Paradise LostMarketing In Business Plan
In addition, the number of smartphone subscriptions is 24.8 million, which means almost half of the people in Korea have smartphones ().
There has been controversy about the term “internet addiction”.
Recent technological developments are changing the ways in which consumers are able to interact with computer games as individuals (e.g., gamers, parents, and children) and/or as collectives (e.g., communities, networks, and subcultures).
In particular, with greater connectivity and processing power brought about by the proliferation of online and mobile technologies, we have witnessed the emergence of newer forms of computer games (e.g., advergames, AR games, and social media games) as well as gaming practices (e.g., social gaming, hard-core gaming, and e Sports).
This means that most Koreans have internet accessible mobile devices, since wireless broadband is used through mobile phones or mobile computing devices such as tablets or netbooks.
The Korea Communications Commission’s statistics () reported that the number of mobile subscriptions in Korea is close to 54 million.Even though the term internet addiction is frequently used in the public domain, it is not listed in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-V), which was published by the American Psychiatric Association ().There are similar circumstances regarding TV addiction, which is widely accepted but has not been listed in the DSM-IV.S.) is estimated to be over 322.8 million as of June 2011. As such, this has highlighted the level of demand on the mobile communication market. A report from the International Data Corporation () said that the U. accounts for 21.3% of the global market share of smartphones, which was the largest smartphone market as of 2011.According to the Com Score Reports (), 114 million people in the U. owned smartphones in June 2012, which means that approximately one third of U. As smartphone penetration rates increase, so does mobile internet dependency, because people depend more on the various functions of their smartphones (), among the 34 OECD countries, Korea is number one in terms of the wireless broadband subscriber ratio (99.3 users / 100 inhabitants) as of June 2011.In the combined data set, it was found that Korean users have higher usage dependency levels than US users and that students, unemployed users, and younger generations are more susceptible to mobile internet usage dependency.When comparing the two countries as separate data sets Korean females present as having higher usage dependency levels. S., it is students and younger generation groups who present with higher usage dependency levels.Both internet addiction and TV addiction are characterised as compulsive behaviours. Ronald Pies () argued that the medical term addiction should not be applied to anything other than drugs and gambling.In an editorial paper by Block () about the issues involved in internet addiction he states that whilst Korea considers internet addiction as one of the most serious public health issues, the U. Regardless of whether there is general consensus about internet addiction being a mental disorder or not, it has become an increasingly problematic concept and as such presents itself as a global phenomenon ().It is not surprising, therefore, that the issues concerning how computer games consumption is changing in light of these technological developments has received much attention across diverse disciplines of social sciences, such as marketing (e.g., Seo et al., 2015), information systems (e.g., Liu et al., 2013), media studies (e.g., Giddings, 2016), and internet research (e.g., Hamari and Sjoblom, 2017) among others. The aim of this special issue of to deepen and broader the current understanding of how online and mobile technologies augment computer gaming consumption and experiences.