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    일반계 남고생의 인터넷게임중독 경향성과 욕구와의 상관 = (The) relationship between the tendency on the internet game addiction and the needs

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    https://www.riss.kr/link?id=T10045656

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Korean adolescents are seriously exposed to the danger of the internet game addiction. So the internet game addiction has already become an social problem and many researchers have interests on it. However the preceding studies mostly have focused on the investigation of internet use, social/psychological characteristics and problem behaviors of adolescents who are addicted to internet games, and the development of programs on the curing of the internet game addiction. Studies on the cause of the internet game addiction are rare. Though there are not so many theories which explain why adolescents are indulged into internet games, the most popular theory on it is the need-satisfaction theory which was insisted on by Suler(1996). Thus this study intended to explore the relationship between the needs and the tendency on the internet game addiction of the highschool male students. The main results of this study are: (1) The tendency on the internet game addiction is affected by the kinds of internet games and the amount of time spent on internet games. (2) The tendency on the internet game addiction have relation to several kinds of needs which adolescents have. (3) Different needs have relation to the tendency on the internet game addiction depending on the kinds of internet games. Thus some needs of adolescents are closely related to the tendency on the internet game addiction. Therefore the preventive program for adolescents which is developed against the internet game addiction should include the topics on needs. And we should train adolescents to express and meet their needs properly.
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    Korean adolescents are seriously exposed to the danger of the internet game addiction. So the internet game addiction has already become an social problem and many researchers have interests on it. However the preceding studies mostly have focused on ...

    Korean adolescents are seriously exposed to the danger of the internet game addiction. So the internet game addiction has already become an social problem and many researchers have interests on it. However the preceding studies mostly have focused on the investigation of internet use, social/psychological characteristics and problem behaviors of adolescents who are addicted to internet games, and the development of programs on the curing of the internet game addiction. Studies on the cause of the internet game addiction are rare. Though there are not so many theories which explain why adolescents are indulged into internet games, the most popular theory on it is the need-satisfaction theory which was insisted on by Suler(1996). Thus this study intended to explore the relationship between the needs and the tendency on the internet game addiction of the highschool male students. The main results of this study are: (1) The tendency on the internet game addiction is affected by the kinds of internet games and the amount of time spent on internet games. (2) The tendency on the internet game addiction have relation to several kinds of needs which adolescents have. (3) Different needs have relation to the tendency on the internet game addiction depending on the kinds of internet games. Thus some needs of adolescents are closely related to the tendency on the internet game addiction. Therefore the preventive program for adolescents which is developed against the internet game addiction should include the topics on needs. And we should train adolescents to express and meet their needs properly.

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    목차 (Table of Contents)

    • 목차 = ⅰ
    • Ⅰ. 서론 = 1
    • 1. 연구문제의 진술 = 1
    • 2. 연구의 중요성 = 5
    • 3. 용어의 정의 = 5
    • 목차 = ⅰ
    • Ⅰ. 서론 = 1
    • 1. 연구문제의 진술 = 1
    • 2. 연구의 중요성 = 5
    • 3. 용어의 정의 = 5
    • 가. 인터넷게임중독 경향성 = 5
    • 나. 욕구 = 6
    • 4. 연구의 제한점 = 6
    • 5. 연구의 가정 = 7
    • Ⅱ. 이론적 배경 = 8
    • 1. 인터넷게임 = 8
    • 가. 인터넷게임의 발달배경 = 8
    • 나. 인터넷게임의 종류 = 9
    • 다. 청소년과 인터넷게임 = 11
    • 2. 인터넷게임중독 = 14
    • 가. 인터넷게임중독의 의미 = 14
    • 나. 청소년과 인터넷게임중독 = 15
    • 다. 인터넷게임중독 관련 변인 = 17
    • 라. 인터넷게임중독의 측정방법 = 22
    • 3. 욕구 = 23
    • 가. 욕구의 의미 = 23
    • 나. 욕구이론 = 25
    • 다. 청소년의 욕구 = 31
    • 라. 욕구의 측정방법 = 34
    • Ⅲ. 연구방법 = 38
    • 1. 연구대상 = 38
    • 2. 측정도구 = 38
    • 가. 인터넷게임중독 척도 = 38
    • 나. 욕구진단 척도 = 39
    • 3. 절차 = 40
    • 4. 자료 분석 = 41
    • Ⅳ. 연구결과 = 42
    • 1. 연구대상에 대한 일반적인 기술통계분석 = 42
    • 2. 게임시간에 따른 게임중독 경향성 = 44
    • 3. 게임 종류에 따른 게임중독 경향성 = 46
    • 4. 인터넷게임중독 경향성과 욕구와의 상관관계 = 48
    • 5. 게임종류별 게임중독 경향성과 욕구와의 상관ㆍ회귀분석 =
    • 가. 롤플레잉 게임 = 49
    • 나. 전략시뮬레이션 게임 = 51
    • 다. 액션ㆍ아케이드 게임 = 52
    • 라. 스포츠ㆍ경주 게임 = 53
    • 마. 기타 인터넷 게임= 55
    • 바. MUD&MUG 게임 = 56
    • Ⅴ. 논의 = 58
    • Ⅵ. 결론 및 제언 = 64
    • 1. 결론 = 64
    • 2. 제언 = 65
    • 참고문헌 = 67
    • Abstract = 73
    • <부록1> 검사지침서(검사자용) = 75
    • <부록2> 인터넷게임중독 검사 = 76
    • <부록3> 욕구진단검사 질문서 = 79
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