The purpose of this research is to verify the effect affecting to the depression and anxiety of the testee participating in the cognitive-behavior program that was developed for the jevenile who was immersed in the internet game excessively. The research was carried out on the 28 students studying in the 1st year class of D high school in Busan City. At fist, 30 students were picked out who get 25 points and less equivalent to top of 10% in a Diagnosis Measure of Internet Addiction, themselves up to internet game for 360 minutes or over in a day, and steeping in the computer game over 42hours in a week. Two persons were excepted due to personal matter, finally taking 28 students the research was performed. By dividing these 28 students in to two groups, namely Control Group and Experimental Group,14 students in each group, the group concelling was also performed on each group for 100 minutes for 9 times. The experimental group took part in the Cognitive-behaviour program developed by this researcher whereas the Control Group doesn\'t get any measure for the same period. The contents of this program were composed of during the negative and imperative view about the internet game in to the affirmative and reasonable feelings and lessening the feeling of depression and anxiety. And the collected materials were treated by ANCOVA and t-test.
The result of the research is same as follows: 1.The students or testees who got treatment from the Cognitive-Behaviour Group Counselling were before the test and after the test in the part of being depression, worthful changed. 2.The students or testees who got the treatment from the Cognitive-Behaviour Group Counselling were before the test and after the test in the part of being anxiety, worthful changed.
Key Words : internet game addiction, depression, anxiety