[Immersion experience of the cyber world of adolescents].
OBJECTIVE
The purpose of this research was to explore the cyber world immersion experience of adolescents.


METHODS
Multiple strategies for data collecting were used: an in depth face-to-face interview; analysis of adolescent' writings; and analysis of examples of phenomenon in the realistic world. The sample group consisted of 10 adolescents.


RESULTS
Although the experience was different for all adolescent interviewed, the essential themes of experience emerged: "fill up", "homoeologous feeling", "the older generation has a conflicting negative opinion", "change in social character", "become habitually skeptic", "have bad health", "mean of superiority and getting everything solved", "ease of access", "monetary benefit", "addiction to the computer", "forget real life solved stress", "do harm to society", "take comfort", or "new job".


CONCLUSIONS
Accordingly this paper suggests that contact with various software is necessary in adolescents, and good quality contents function to prepare and activate adolescents to apply the internet for good use.
Park
Nam-Hee
NH
Research Institute of Nursing Science, Busan National University, Ami-dong, Seo-gu, Korea. healthpro@hanmail.net
Cho
Young-Ran
YR
Choi
Won-Hee
WH
Moon
Nam-Jin
NJ
An
Hye-Gyung
HG
Shin
Jae-Shin
JS
D000293:Adolescent; D000328:Adult; D001292:Attitude to Computers; D006801:Humans; D020407:Internet; D008297:Male; D000297:Psychology, Adolescent