- ABSTRACT
- 1. 서론
- 2. 폭력성 게임의 주요사건 및 인식변천과정
- 3. 폭력성에 근간한 상충 이론: 인지네오 연상 이론과 카타르시스 이론
- 3.1 폭력의 전이: 인지 네오 연상 이론

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https://www.riss.kr/link?id=A100158330
2014
Korean
691
KCI등재
학술저널
181-191(11쪽)
2
0
상세조회0
다운로드목차 (Table of Contents)
참고문헌 (Reference)
1 임옥규, "영상 텍스트에 나타난 '욕망'의 문제: 라캉 이론을 중심으로" 문학과영상학회 7 (7): 215-237, 2006
2 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임" 한국콘텐츠학회 13 (13): 48-61, 2013
3 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로" (사)한국컴퓨터게임학회 26 (26): 61-69, 2013
4 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로" (사)한국컴퓨터게임학회 26 (26): 87-97, 2013
5 이혜림, "게이미피케이션 사례분석을 통한 효과적 개발방향 연구- 게임 메커닉과 다이내믹 개념을 중심으로" (사)한국컴퓨터게임학회 27 (27): 141-151, 2014
6 "Youth Violence: A Report of the Surgeon General"
7 Pennebaker, J.W., "Writing about emotional experiences as a therapeutic process" 8 : 162-166, 1997
8 Anderson, C. A., "Violent video games: Specific effects of violent content on aggressive thoughts and behavior" 36 : 199-249, 2004
9 Fergunson, C.J., "Violent video games, catharsis-seeking, bullying and delinquency: A multivariate analysis of effects" 2010
10 C. Anderson, "Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta Analytic Review" 136-151, 2010
1 임옥규, "영상 텍스트에 나타난 '욕망'의 문제: 라캉 이론을 중심으로" 문학과영상학회 7 (7): 215-237, 2006
2 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임" 한국콘텐츠학회 13 (13): 48-61, 2013
3 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로" (사)한국컴퓨터게임학회 26 (26): 61-69, 2013
4 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로" (사)한국컴퓨터게임학회 26 (26): 87-97, 2013
5 이혜림, "게이미피케이션 사례분석을 통한 효과적 개발방향 연구- 게임 메커닉과 다이내믹 개념을 중심으로" (사)한국컴퓨터게임학회 27 (27): 141-151, 2014
6 "Youth Violence: A Report of the Surgeon General"
7 Pennebaker, J.W., "Writing about emotional experiences as a therapeutic process" 8 : 162-166, 1997
8 Anderson, C. A., "Violent video games: Specific effects of violent content on aggressive thoughts and behavior" 36 : 199-249, 2004
9 Fergunson, C.J., "Violent video games, catharsis-seeking, bullying and delinquency: A multivariate analysis of effects" 2010
10 C. Anderson, "Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta Analytic Review" 136-151, 2010
11 General Assembly of the Commonwealth of Pennsylvania, Joint state government commission, "The report of the task force on violent interactive video games" 2008
12 Ferguson, C. J., "The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games" 78 : 309-316, 2007
13 Berkowitz, L., "The expression and reduction of hostility" 55 : 257-283, 1958
14 "Teens, Video Games and Civics"
15 "Supreme court of the united states, No. 08–1448, June 27, 2011"
16 Breuer, J., "Studies on hysteria, Standard ed.,Vol. II" Hogarth 1955
17 Leland Yee, "State Senator (D-CA) wrote in a June 22, 2009 amicus brief filed with the US Supreme Court for Video Software Dealers Association v. Schwarzenegger"
18 "Resolution on Violence in Video Games and Interactive Media"
19 Henry Jenkins, "Reality Bytes: Eight Myths about Video Games Debunked"
20 Christopher Ferguson, "Professor of Behavioral, Applied Sciences and Criminal Justice at Texas A&M University, was quoted in a Sep. 14, 2009 article titled “New Study Links Youth Violence to Depression & Peers, Not Video Games”on www.gamepolitics.com:"
21 Griffiths, M.D., "Pathological gambling: Possible treatment using an audio playback technique" 9 : 295-297, 1993
22 Durkin, K., "Not so doomed: Computer game play and positive adolescent development" 23 : 373-392, 2002
23 Christopher J. Ferguson, "Much Ado About Nothing : The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations : Comment on Anderson et al. (2010)" 136 (136): 174-178, 2010
24 Bower, G., "Mood and memory" 36 : 129-148, 1981
25 Campbell, A., "Men, Women, and Aggression" Basic Books 1993
26 Council on Communications and Media, "Media Violence, Pediatrics, American Academy of Pediatrics"
27 Mitrofan O, "Is aggression in children with behavioural and emotional difficulties associated with television viewing and video game playing? A systematic review" 35 : 2009
28 Janko, R., "Introduction from Aristotle’s Poetics" Hackett Publishing 1987
29 U.S. Department of Education, "Indicators of School Crime and Safety: 2008" Office of Justice Programs, U.S. Department of Justice 1-149, 2009
30 "In Video Software Dealers Association v. Schwarzenegger, the US Court of Appeals for the Ninth Circuit in a 3-0 majority opinion written by Consuelo Callahan, JD, ruled on Feb. 20, 2009"
31 Barlett, C. P., "How long do the short-term violent video game effects last?" 35 : 225-236, 2009
32 Kennedy-Moore, E., "How and when does emotional expression help?" 5 : 187-212, 2001
33 Berkowitz, L., "Handbook of Theories of Social Psychology" SAGE Publications Ltd 2012
34 "Guillaume de Fondaumiere, MA, former President of the French National Video Game Association, stated in an Nov. 16, 2009 interview with Digital Games on digitalgames.fr"
35 Lawrence Kutner, "Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do" Simon & Schuster 2008
36 Timothy M. Kaine, "Governor Commonwealth of Virginia, Report of the Virginia Tech Review Panel, Chapter IV: Mental Health History of Seung" Hui Cho 31-62, 2007
37 "For publication united states court of appeals for the ninth circuit, Argued and Submitted October 29, 2008—Sacramento, California, Filed February 20, 2009"
38 Ferguson, C. J., "Evidence for publication bias in video game violence effects literature: A meta-analytic review" 12 : 470-482, 2007
39 "Do video games kill?" 6 (6): 13-17, 2007
40 Guy Cumberbatch, "Director of the Communications Research Group and chartered psychologist, wrote in the 2004 report "Video Violence: Villain or Victim?" on www.videostandards.org.uk"
41 Przybylski, Andrew K., "Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors" 106 (106): 441-457, 2014
42 B. J. Bushman, "Catharsis, Aggression, and Persuasive Influence:Self-Fulfilling or Self-Defeating Prophecies?" 76 : 367-376, 1999
43 Bandura, A., "Aggression: A social learning theory analysis" Prentice Hall 1973
44 ESA, "2010 report, Video Games in the 21st Century"
게임 캐릭터 제작을 위한 게임 크리쳐 제작에 관한 연구
국내 모바일 CCG 장르의 구매의도에 영향을 미치는 요인에 관한 연구
학술지 이력
| 연월일 | 이력구분 | 이력상세 | 등재구분 |
|---|---|---|---|
| 2023 | 평가 | 재인증평가 신청대상 (재인증) | |
| 2020-01-01 | 등재 | 등재학술지 선정 (재인증) | ![]() |
| 2019-12-01 | 등재 | 등재후보로 하락 (계속평가) | ![]() |
| 2016-01-01 | 등재 | 등재학술지 유지 (계속평가) | ![]() |
| 2012-01-01 | 등재 | 등재 1차 FAIL (등재유지) | ![]() |
| 2009-01-01 | 등재 | 등재학술지 선정 (등재후보2차) | ![]() |
| 2008-01-01 | 등재 | 등재후보 1차 PASS (등재후보1차) | ![]() |
| 2007-01-01 | 등재 | 등재후보학술지 유지 (등재후보1차) | ![]() |
| 2005-01-01 | 등재 | 등재후보학술지 선정 (신규평가) | ![]() |
학술지 인용정보
| 기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
|---|---|---|---|
| 2016 | 0.81 | 0.81 | 0.8 |
| KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
| 0.8 | 0.8 | 0.858 | 0.18 |