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    자기불일치와 현실 및 가상 자기효능감이 인터넷 게임중독에 미치는 영향

    한글로보기

    https://www.riss.kr/link?id=T11207766

    • 저자
    • 발행사항

      경산 : 대구가톨릭대학교, 2008

    • 학위논문사항

      학위논문(석사) -- 대구가톨릭대학교 대학원 , 심리학과 , 2008

    • 발행연도

      2008

    • 작성언어

      한국어

    • KDC

      186.3 판사항(4)

    • DDC

      158.3 판사항(21)

    • 발행국(도시)

      경상북도

    • 형태사항

      v, 34장 ; 26 cm

    • 일반주기명

      참고문헌: 장 25-28

    • 소장기관
      • 국립중앙도서관 국립중앙도서관 우편복사 서비스
      • 대구가톨릭대학교 중앙도서관 소장기관정보
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    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    (Abstract)

    The purpose of this study was to investigate the effect of self-discrepancy, self-efficacy in the real life and cyberspace on internet game addiction. Internet Game Addiction Scale, Self-Efficacy Scale, Self-Efficacy Scale of Cyberspace, Self-Discrepancy Scale were administered to students of technical high schools in Daegu area and data of 515 students have been used for this study.
    Following conclusions were derived from the result of this study:
    First, high group students were showed more higher scores of self-efficacy scale in cyberspace than low group students.
    Second, low group students were showed more higher scores of self-efficacy scale in real life than high group students.
    Third, there is no interaction effect of the self-efficacy in real life and cyberspace on internet game addiction.
    Fourth, the higher discrepancy between real self and ideal self was showed higher scores of internet game addiction.
    Fifth, the results of multiple regression analysis suggest that the lower self-efficacy in real life, the higher self-efficacy in the cyberspace, and the bigger self-discrepancy, the higher level of internet game addiction.
    Sixth, the lower interpersonal self-efficacy in real life, the higher interpersonal self-efficacy in the cyberspace, and the lower personal self-efficacy in real life, the higher level of internet game addiction.
    It represents that the level of self efficacy in the real life is important in internet game addiction. Efficacy in the interpersonal self-efficacy on the real life is an important element in internet game addiction.
    번역하기

    (Abstract) The purpose of this study was to investigate the effect of self-discrepancy, self-efficacy in the real life and cyberspace on internet game addiction. Internet Game Addiction Scale, Self-Efficacy Scale, Self-Efficacy Scale of Cyberspace, ...

    (Abstract)

    The purpose of this study was to investigate the effect of self-discrepancy, self-efficacy in the real life and cyberspace on internet game addiction. Internet Game Addiction Scale, Self-Efficacy Scale, Self-Efficacy Scale of Cyberspace, Self-Discrepancy Scale were administered to students of technical high schools in Daegu area and data of 515 students have been used for this study.
    Following conclusions were derived from the result of this study:
    First, high group students were showed more higher scores of self-efficacy scale in cyberspace than low group students.
    Second, low group students were showed more higher scores of self-efficacy scale in real life than high group students.
    Third, there is no interaction effect of the self-efficacy in real life and cyberspace on internet game addiction.
    Fourth, the higher discrepancy between real self and ideal self was showed higher scores of internet game addiction.
    Fifth, the results of multiple regression analysis suggest that the lower self-efficacy in real life, the higher self-efficacy in the cyberspace, and the bigger self-discrepancy, the higher level of internet game addiction.
    Sixth, the lower interpersonal self-efficacy in real life, the higher interpersonal self-efficacy in the cyberspace, and the lower personal self-efficacy in real life, the higher level of internet game addiction.
    It represents that the level of self efficacy in the real life is important in internet game addiction. Efficacy in the interpersonal self-efficacy on the real life is an important element in internet game addiction.

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    목차 (Table of Contents)

    • 목 차
    • (Abstract)
    • Ⅰ. 서 론 1
    • 목 차
    • (Abstract)
    • Ⅰ. 서 론 1
    • 1. 연구의 필요성 및 목적 1
    • 2. 이론적 배경 4
    • 1) 인터넷 게임중독 4
    • (1) 인터넷 게임중독의 개념 정의 4
    • 2) 자기불일치 6
    • (1) 자기불일치의 개념 6
    • (2) 자기불일치가 인터넷 게임중독에 미치는 영향 7
    • 3) 자기효능감 8
    • (1) 자기효능감의 개념 8
    • (2) 자기효능감이 인터넷 게임중독에 미치는 영향 8
    • 3. 가설 10
    • Ⅱ. 연구방법 11
    • 1. 대상 11
    • 2. 측정도구 11
    • Ⅲ. 결 과 14
    • 1. 자기불일치, 가상 자기효능감, 현실 자기효능감의 집단구분 14
    • 2. 인터넷 게임중독에 영향을 미치는 변인 15
    • 1) 자기불일치, 가상 자기효능감, 현실 자기효능감과 인터넷 게임중독의 상관관계 15
    • 2) 자기불일치, 가상 자기효능감, 현실 자기효능감과 인터넷 게임중독과의 관계 15
    • 3) 자기불일치, 가상 자기효능감, 현실 자기효능감이 인터넷 게임중독에 미치는 영향 17
    • Ⅳ. 논 의 20
    • Ⅴ. 요 약 24
    • 참고문헌 25
    • 부 록 29
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