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    한국 온라인 게임의 중독과 개발측면에서의 해결방안 = The Addiction on korean online game and the solution on the development aspect

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    https://www.riss.kr/link?id=T10849547

    • 저자
    • 발행사항

      서울 : 세종대학교 영상대학원, 2006

    • 학위논문사항

      학위논문(석사) -- 세종대학교 영상대학원 , 게임학과 , 2006.8

    • 발행연도

      2006

    • 작성언어

      한국어

    • DDC

      794.8 판사항(21)

    • 발행국(도시)

      서울

    • 형태사항

      78 p. : 삽도 ; 26 cm.

    • 일반주기명

      지도교수:김동현
      참고문헌: p.74-76

    • 소장기관
      • 세종대학교 도서관 소장기관정보
    • ※ 해당 논문은 저작자의 요청에 따라 [원문보기]가 제공되지 않습니다.
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    목차 (Table of Contents)

    • 제 1 장 연구 개요 ································································································ 1
    • 제1절 연구 배경 및 목적 ···················································································· 1
    • 제2절 방법 및 범위 ······························································································ 3
    • 제 2 장 놀이문화와 중독성 ··············································································· 5
    • 제1절 놀이의 본질과 중독성 ·············································································· 5
    • 제 1 장 연구 개요 ································································································ 1
    • 제1절 연구 배경 및 목적 ···················································································· 1
    • 제2절 방법 및 범위 ······························································································ 3
    • 제 2 장 놀이문화와 중독성 ··············································································· 5
    • 제1절 놀이의 본질과 중독성 ·············································································· 5
    • 1. 문화로서의 놀이 ····························································································· 6
    • 2. 놀이의 특정 ····································································································· 7
    • 3. 놀이의 중독성 ································································································· 9
    • 제2절 놀이의 변화와 중독성 ············································································ 11
    • 1. 놀이공간의 변화 ··························································································· 11
    • 2. 놀이내용의 변화 ··························································································· 12
    • 3. 온라인게임으로의 변화와 중독성 ····························································· 13
    • 제3절 놀이의 양상 ······························································································ 15
    • 1. 여가활용 패턴 ······························································································· 15
    • 2. 놀이의 양상 ··································································································· 16
    • 제4절 게임놀이문화 ···························································································· 20
    • 1. 게임놀이문화 개념 ······················································································· 20
    • 2. 게임놀이문화 이용현황 분석 ····································································· 26
    • 3. 게임놀이문화 산업 기술현황 ····································································· 26
    • 제5절 게임놀이문화와 중독성 ·········································································· 31
    • 1. 게임놀이문화의 산업화와 중독성과의 관계 ··········································· 31
    • 2. 게임놀이문화의 필요악 ‘중독성’ ······························································· 33
    • 제 3 장 한국 온라인 게임의 본질과 중독성 ·············································· 34
    • 제1절 온라인 게임의 본질과 중독성 ······························································ 34
    • 1. 온라인 게임의 특징 ····················································································· 34
    • 2. 온라인 게임의 중독성 ················································································· 35
    • 제2절 한국 온라인 게임 시장 ·········································································· 37
    • 1. 한국 온라인 게임의 동향 ··········································································· 37
    • 2. 한국 온라인 게임의 기업 ··········································································· 50
    • 제3절 한국 온라인 게임 중독성 ········································································ 52
    • 1. 한국 온라인 게임 중독의 원인 ································································· 52
    • 제 4 장 한국 온라인 게임 중독의 폐해 및 해결방안 ······························ 55
    • 제1절 한국 온라인 게임 중독의 폐해와 시각 ················································ 55
    • 1. 한국 온라인 게임 중독의 폐해 ································································· 55
    • 2. 한국 온라인 게임 중독에 대한 개발자의 시각 ····································· 57
    • 제2절 한국 온라인 게임 중독의 해결방안 ······················································ 61
    • 1. 한국 온라인 게임 중독의 일반적인 해결 방안 ····································· 61
    • 2. 한국 온라인 게임 중독의 사회적 해결 방안과 사례 ··························· 62
    • 3. 한국 온라인 게임 중독의 개발 측면에서의 해결 방안 ······················· 64
    • 제 5 장 결론 및 제언 ························································································ 69
    • 1. 결론 ················································································································· 69
    • 2. 제언 ················································································································· 72
    • 참고문헌 ················································································································ 74
    • ABSTRACT ········································································································ 77
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