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    청소년 환경과 인터넷 게임 중독간의 관계 연구 = (A) Study on the relationship between juvenile environment and internet game addiction

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    https://www.riss.kr/link?id=T10663523

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Skinner addressed that the behavior is followed by the environmental force and the environmental force should be operated appropriately in order to resolve the problem brought by society and human being. Previous research provided statistically meaningful difference in the adaptability to school life depending on home environment and its social class, and insisted that computer game affects significantly to daily life. This research analyzes how juvenile environment affects internet addiction, comes up with problems related to this matter, and suggests the solutions to the problems.
    The survey was composed of questions to evaluate the extent of internet game addiction with respect to juvenile environment. Internet game addiction for juvenile was investigated by categorizing juvenile environment such as home environment, school environment, peer environment, and local community environment. Students from elementary school and middle school were targeted to obtain statistical data set.
    The results are summarized with the following five standing points. The first one is addiction tendency affected by the relationship with parents. The second point is the effect of the counseling experience with teachers through the preventive program for internet game addiction. The third point is addiction tendency affected by making friends through game. The fourth one is how addiction tendency is affected depending on the experience of local community program. The fifth one is the impact of campaign or waning message through mass communication about game addiction. Through these points, we show that juveniles can be easily addicted to the internet game when they are exposed to harmful environment.
    The suggested solutions are as follows; one solution is creating a recreation for family members using computer. The second solution is a provision of the professional preventive program for internet game addiction in regular curriculum. The third one is a campaign against the internet game addiction with the help of mass media as well as local community and school. The fourth one is encouraging a sound friendship and the fifth one is enforcing a grading system for internet game by controlling the advertisement for the jackpot.
    In Conclusion, we need to consider five aspects of students' environment such as family, school, friends. local community and mass communication as a whole to develop a preventive program and we need to make a campaign to call juvenile's attention and encourage their participations.
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    Skinner addressed that the behavior is followed by the environmental force and the environmental force should be operated appropriately in order to resolve the problem brought by society and human being. Previous research provided statistically meanin...

    Skinner addressed that the behavior is followed by the environmental force and the environmental force should be operated appropriately in order to resolve the problem brought by society and human being. Previous research provided statistically meaningful difference in the adaptability to school life depending on home environment and its social class, and insisted that computer game affects significantly to daily life. This research analyzes how juvenile environment affects internet addiction, comes up with problems related to this matter, and suggests the solutions to the problems.
    The survey was composed of questions to evaluate the extent of internet game addiction with respect to juvenile environment. Internet game addiction for juvenile was investigated by categorizing juvenile environment such as home environment, school environment, peer environment, and local community environment. Students from elementary school and middle school were targeted to obtain statistical data set.
    The results are summarized with the following five standing points. The first one is addiction tendency affected by the relationship with parents. The second point is the effect of the counseling experience with teachers through the preventive program for internet game addiction. The third point is addiction tendency affected by making friends through game. The fourth one is how addiction tendency is affected depending on the experience of local community program. The fifth one is the impact of campaign or waning message through mass communication about game addiction. Through these points, we show that juveniles can be easily addicted to the internet game when they are exposed to harmful environment.
    The suggested solutions are as follows; one solution is creating a recreation for family members using computer. The second solution is a provision of the professional preventive program for internet game addiction in regular curriculum. The third one is a campaign against the internet game addiction with the help of mass media as well as local community and school. The fourth one is encouraging a sound friendship and the fifth one is enforcing a grading system for internet game by controlling the advertisement for the jackpot.
    In Conclusion, we need to consider five aspects of students' environment such as family, school, friends. local community and mass communication as a whole to develop a preventive program and we need to make a campaign to call juvenile's attention and encourage their participations.

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    목차 (Table of Contents)

    • 목차 = 1
    • 〈표 목차〉 = 3
    • ABSTRACT = 5
    • Ⅰ. 서론 = 1
    • 1. 연구목적 및 필요성 = 1
    • 목차 = 1
    • 〈표 목차〉 = 3
    • ABSTRACT = 5
    • Ⅰ. 서론 = 1
    • 1. 연구목적 및 필요성 = 1
    • 2. 연구문제 = 3
    • Ⅱ. 이론적 배경과 선행연구 = 5
    • 1. 청소년의 개념 = 5
    • 2. 청소년과 환경 = 6
    • 1) 가정 = 7
    • 2) 학교 = 8
    • 3) 교우관계 = 8
    • 4) 지역사회 = 9
    • 5) 대중매체 = 10
    • 3. 인터넷 게임 = 10
    • 1) 인터넷 게임의 정의 = 10
    • 2) 게임의 분류 = 11
    • 4. 인터넷 게임 중독 = 15
    • 1) 중독의 개념 = 15
    • 2) 게임 중독의 개념 = 16
    • 3) 컴퓨터게임 중독의 원인 = 17
    • 4) 게임 중독의 증상 = 19
    • 5. 선행연구 = 21
    • Ⅲ. 조사 방법 및 절차 = 25
    • 1. 조사대상 = 25
    • 2. 조사도구 = 25
    • 3. 자료분석 = 25
    • Ⅳ. 조사 결과 분석 및 개선 방안 = 26
    • 1. 조사대상자의 중독 경향 분석 = 26
    • 2. 청소년 환경과 인터넷 게임 중독내용 분석 = 26
    • 1) 가정환경이 인터넷 게임 중독에 미치는 영향 = 26
    • 2) 학교환경이 인터넷 게임 중독에 미치는 영향 = 32
    • 3) 사회 환경이 인터넷 게임 중독에 미치는 영향 = 35
    • 4) 교우관계가 인터넷 게임 중독에 미치는 영향 = 37
    • 5) 대중매체가 인터넷 게임 중독에 미치는 영향 = 40
    • 3. 개선 방안 = 41
    • 1) 현행 예방과 상담 치료 사이트의 분석 = 41
    • 2) 가정환경의 개선방안 = 42
    • 3) 학교환경의 개선방안 = 43
    • 4) 지역사회의 개선방안 = 44
    • 5) 교우관계의 개선방안 = 44
    • 6) 대중매체의 개선방안 = 45
    • Ⅴ. 결론 = 46
    • 참고 문헌 = 48
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