C. Na
Chung-Ang University
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Comprehensive Psychiatry | 2009
Doug Hyun Han; Young Sik Lee; C. Na; Jee Young Ahn; Un Sun Chung; Melissa A. Daniels; Charlotte A. Haws; Perry F. Renshaw
OBJECTIVE A number of studies about attention-deficit/hyperactivity disorder (ADHD) and Internet video game play have examined the prefrontal cortex and dopaminergic system. Stimulants such as methylphenidate (MPH), given to treat ADHD, and video game play have been found to increase synaptic dopamine. We hypothesized that MPH treatment would reduce Internet use in subjects with co-occurring ADHD and Internet video game addictions. METHODS Sixty-two children (52 males and 10 females), drug-naive, diagnosed with ADHD, and Internet video game players, participated in this study. At the beginning of the study and after 8 weeks of treatment with Concerta (OROS methylphenidate HCl, Seoul, Korea), participants were assessed with Youngs Internet Addiction Scale, Korean version (YIAS-K), Korean DuPauls ADHD Rating Scale, and the Visual Continuous Performance Test. Their Internet usage time was also recorded. RESULTS After 8 weeks of treatment, the YIAS-K scores and Internet usage times were significantly reduced. The changes in the YIAS-K scores between the baseline and 8-week assessments were positively correlated with the changes in total and inattention scores from the Korean DuPauls ADHD Rating Scale, as well as omission errors from the Visual Continuous Performance Test. There was also a significant difference in the number of omission errors among non-Internet-addicted, mildly Internet addicted, and severely Internet addicted participants. DISCUSSION We suggest that Internet video game playing might be a means of self-medication for children with ADHD. In addition, we cautiously suggest that MPH might be evaluated as a potential treatment of Internet addiction.
Psychiatry Investigation | 2010
Jun Won Kim; Doug Hyun Han; Doo Byung Park; Kyung Joon Min; C. Na; Su Kyung Won; Ga Na Park
Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Youngs Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.
Psychiatry Investigation | 2011
Doug Hyun Han; Hyung Woo Park; Baik Seok Kee; C. Na; Do-Hyun E. Na; Leonard D. Zaichkowsky
Objective The purpose of this study was to compare cognitive flexibility abilities, stress, and anxiety between starters and non-starter athletes. Methods A total of 30 male professional-soccer and 40 professional-baseball athletes were recruited. Wisconsin Card Sorting Test (WCST) and Trail Making Test A & B (TMT A & B) were administered to assess cognitive flexibility during competition. The Korean version of the STAI form Y (STAI-KY) and Visual analogue scale for anxiety and stress were used to assess the anxiety and stress. Results The starter group had better cognitive function (fewer perseverative errors and rapid TMTB times) (Z=3.32, p<0.01; Z=2.20, p=0.03, respectively) and lower stress and anxiety (F=4.34, p=0.01; F=6.61, p<0.01, respectively) during competition than the non-starter group. Conclusion The better cognitive performances were negatively correlated with stress and anxiety. Current results suggested that cognitive flexibility would enhance human performance by modulation of the anxiety and stress during competition.
Journal of Korean Neuropsychiatric Association | 2015
Sung Yong Park; Sun Mi Kim; Baik Seok Kee; Doug Hyun Han; C. Na; Gwang Jun Kim; Min Young Park; Na Mi Lee
European Neuropsychopharmacology | 2012
Y.S. Lee; D.H. Han; Sanghyeon Kim; Doo Byung Park; C. Na
European Neuropsychopharmacology | 2010
Y.S. Lee; D.H. Han; D.H. Noh; Seok Hyeon Kim; C. Na
European Neuropsychopharmacology | 2012
Doo Byung Park; Y.S. Lee; H.J. Lee; W.H. Song; D.H. Han; C. Na
European Neuropsychopharmacology | 2011
H.W. Park; D.H. Han; S.M. Kim; H.J. Lee; C. Na; K.J. Min; H.T. Baek
European Neuropsychopharmacology | 2010
C. Na; S.M. Kim; D.H. Han; D.H. Noh; Y.S. Lee
Journal of Korean Neuropsychiatric Association | 2009
Sung-Gu Yoon; Doo-Byung Park; C. Na; Young-Sik Lee; Kyung-Joon Min; D.H. Han; Tae-Young Choi; Young-Kyun Ahn; Hyoung-Il Na; Baik-Seok Kee