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    청소년의 인터넷 게임중독에 영향을 미치는 요인 연구 = Research of Factors that affect Teenage Internet Game Addiction

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    https://www.riss.kr/link?id=T11152822

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The following research is ranged to factors that affect teenage internet game addiction. These social factors are that discovered according to gender, age, and the environment. Middle school students were selected because teenage internet game addiction is recently increasing towards a younger age range.
    Research subjects were set from 1,2 Grades of 'D' middle school located in Seoul Dongjakgoo, and were initiated a survey. The survey lasted from 2007 Oct 1 to Oct 7, with teachers from 'D' middle school giving support. A total of 250 surveys were completed and removing 38 inappropriate surveys, the remaining 212 were confirmed and were used for analysis. Statistical data analysis were processed using SPSS WIN 12.0 and the statistical procedure is as following. First, a reliability test was conducted in each areas and expectation possibility, accuracy etc was looked over. Second, a frequency analysis was conducted in order to look over survey responder's general characteristics, game related issues, and environmental characteristics. Third, a t-test along with a one way - anova analysis was conducted in order to check the general characteristic differences of the responder's internet game addiction, social status, parental behavior, and academic adjustment. Fourth, a one way - anova analysis was conducted in order to check game related issue differences of the responder's internet game addiction, social status, parental behavior, and academic adjustment.
    Fifth, a one way - anova analysis was conducted in order to check environmental characteristic differences of the responder's internet game addiction, social status, parental behavior, and academic adjustment.
    Sixth, a one way - anova analysis was conducted to find differences in internet game addiction due to parental behavior, social status, and academic adjustment.
    From the game related issues for the hours responders spent on playing games, less than 1~2 hours are the highest percentage at 36.3%, less that 1 hour is 35.4%, more than 2~3 hours were at 10.8%. The places that responders played games were at ones own room 41.0%, living room 34.4%, other 14.6%, and internet cafe 9.9%. For the reason responders played games, the highest was other at 40.6%, to relive stress 33.0%, to communicate with friends better 15.1%, and bored at 11.3%. In environmental characteristics for parent occupation status, single working parents were at the highest at 48.6%, 46.2% for both parents working, and other as 5.2%.
    The differences between internet gaming addiction for general characteristics, and setting 1 as the minimum value and 5 as the maximum, the average points for internet game addiction was shown to be 2.10. For differences based on gender, males were at 2.38 and females were at 1.92 which shows males are more addicted to internet games than females. This result shows a statistical difference from p<.001 level.
    Using these research results, the following are suggested. First, when creating internet game addiction prevention programs for teens, a detailed system including social factors, individual factors, environmental factors need to be considered.
    Second, the parents role for preventing teenage internet game addiction needs to be emphasized. Looking at an example from a cyber consultant shows that full time working parents or single parents can cause the severity of addiction. It can be said that if parents and teachers give their attention to teenagers, computer games may be used as a positive tool.
    Third, due to the fact that this research was conducted on one school in a single district, there are limitations for a result of addiction with 50-100 points. In order to compile a more detailed and realistic data analysis, the level of addiction needs to be distinguished and a greater number of teenagers need to be addressed.
    In conclusion, parental status and behavior along with academic adjustability has a statistical relationship with the level of addiction of teenage internet gaming. Thus as parental behavior is positive, the level of game addiction is lower. Also, as academic adjustability is positive, the level of game addiction is lower as well.
    Using the results of this research on factors that affect teenage internet game addiction, addiction can be prevented and treated. Social and environmental programs along with adequate education is needed to prevent teenagers to be victims of internet game addiction on the basis of support from family, teachers, and friends.
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    The following research is ranged to factors that affect teenage internet game addiction. These social factors are that discovered according to gender, age, and the environment. Middle school students were selected because teenage internet game addicti...

    The following research is ranged to factors that affect teenage internet game addiction. These social factors are that discovered according to gender, age, and the environment. Middle school students were selected because teenage internet game addiction is recently increasing towards a younger age range.
    Research subjects were set from 1,2 Grades of 'D' middle school located in Seoul Dongjakgoo, and were initiated a survey. The survey lasted from 2007 Oct 1 to Oct 7, with teachers from 'D' middle school giving support. A total of 250 surveys were completed and removing 38 inappropriate surveys, the remaining 212 were confirmed and were used for analysis. Statistical data analysis were processed using SPSS WIN 12.0 and the statistical procedure is as following. First, a reliability test was conducted in each areas and expectation possibility, accuracy etc was looked over. Second, a frequency analysis was conducted in order to look over survey responder's general characteristics, game related issues, and environmental characteristics. Third, a t-test along with a one way - anova analysis was conducted in order to check the general characteristic differences of the responder's internet game addiction, social status, parental behavior, and academic adjustment. Fourth, a one way - anova analysis was conducted in order to check game related issue differences of the responder's internet game addiction, social status, parental behavior, and academic adjustment.
    Fifth, a one way - anova analysis was conducted in order to check environmental characteristic differences of the responder's internet game addiction, social status, parental behavior, and academic adjustment.
    Sixth, a one way - anova analysis was conducted to find differences in internet game addiction due to parental behavior, social status, and academic adjustment.
    From the game related issues for the hours responders spent on playing games, less than 1~2 hours are the highest percentage at 36.3%, less that 1 hour is 35.4%, more than 2~3 hours were at 10.8%. The places that responders played games were at ones own room 41.0%, living room 34.4%, other 14.6%, and internet cafe 9.9%. For the reason responders played games, the highest was other at 40.6%, to relive stress 33.0%, to communicate with friends better 15.1%, and bored at 11.3%. In environmental characteristics for parent occupation status, single working parents were at the highest at 48.6%, 46.2% for both parents working, and other as 5.2%.
    The differences between internet gaming addiction for general characteristics, and setting 1 as the minimum value and 5 as the maximum, the average points for internet game addiction was shown to be 2.10. For differences based on gender, males were at 2.38 and females were at 1.92 which shows males are more addicted to internet games than females. This result shows a statistical difference from p<.001 level.
    Using these research results, the following are suggested. First, when creating internet game addiction prevention programs for teens, a detailed system including social factors, individual factors, environmental factors need to be considered.
    Second, the parents role for preventing teenage internet game addiction needs to be emphasized. Looking at an example from a cyber consultant shows that full time working parents or single parents can cause the severity of addiction. It can be said that if parents and teachers give their attention to teenagers, computer games may be used as a positive tool.
    Third, due to the fact that this research was conducted on one school in a single district, there are limitations for a result of addiction with 50-100 points. In order to compile a more detailed and realistic data analysis, the level of addiction needs to be distinguished and a greater number of teenagers need to be addressed.
    In conclusion, parental status and behavior along with academic adjustability has a statistical relationship with the level of addiction of teenage internet gaming. Thus as parental behavior is positive, the level of game addiction is lower. Also, as academic adjustability is positive, the level of game addiction is lower as well.
    Using the results of this research on factors that affect teenage internet game addiction, addiction can be prevented and treated. Social and environmental programs along with adequate education is needed to prevent teenagers to be victims of internet game addiction on the basis of support from family, teachers, and friends.

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    목차 (Table of Contents)

    • 제1장 서론 1
    • 제1절 연구의 배경 및 목적 = 1
    • 제2절 연구의 범위 및 방법 = 5
    • 1. 연구의 범위 = 5
    • 2. 연구의 방법 = 6
    • 제1장 서론 1
    • 제1절 연구의 배경 및 목적 = 1
    • 제2절 연구의 범위 및 방법 = 5
    • 1. 연구의 범위 = 5
    • 2. 연구의 방법 = 6
    • 제2장 이론적 배경 = 7
    • 제1절 인터넷 게임중독의 개념 = 7
    • 1. 게임중독의 개념 7
    • 2. 게임중독과 청소년 11
    • 제2절 인터넷 게임중독에 영향을 미치는 요인 = 14
    • 1. 인구 사회학적 요인 = 14
    • 2. 개인적인 요인 = 15
    • 3. 환경적 요인 = 19
    • 제3절 인터넷 게임중독에 관련된 선행연구 고찰 = 23
    • 1. 청소년의 생태 체계적인 측면 = 23
    • 2. 선행연구 검토 = 27
    • 제4절 연구 분석의 틀 = 31
    • 제3장 조사 연구방법 = 32
    • 제1절 조사방법 = 32
    • 제2절 측정도구 = 32
    • 제3절 자료 분석 방법 = 35
    • 제4장 조사결과 및 분석 = 37
    • 제1절 조사대상자의 인구·사회학적 특성 = 37
    • 제2절 청소년의 인터넷 게임 사용실태 = 38
    • 제3절 청소년의 인터넷 게임 중독정도 = 41
    • 제4절 청소년의 인터넷 게임중독에 미치는 영향 = 72
    • 1. 인구·사회학적 요인에 따른 청소년의 게임중독 영향 = 72
    • 2. 개인적 요인에 따른 청소년의 게임중독 영향 = 73
    • 3. 환경적 요인에 따른 청소년의 게임중독 영향 = 74
    • 제5절 정책적 시사점 75
    • 제5장 결론 79
    • 참고문헌 = 84
    • ABSTRACT 92
    • <부록> 설문지 = 96
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