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    이용 동기와 효능감에 따른 인터넷 게임몰입과 병리적 사용 : 자기조절을 매개변인으로 = Flow Experience & Pathological Use of Internet game by Use motivation & Self-Efficacy : mediated by self-regulation

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    https://www.riss.kr/link?id=T12668679

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The purpose of this study was to find out understand how self-efficacy in internet-game and reality and use motivation affect internet-game use. Also, we examined to self-regulation meditate in flow experience and pathological use of internet-game.
    In order to achieve this goal, we collected internet-game use questionnaires from total 184 adults internet-game user.
    The result were follows. First, pathological internet-game use and flow experience negatively correlated with self-efficacy in reality, self-regulation. However, positively correlated with internet-game use motivation and self-efficacy in internet-game. And pathological internet-game use positively correlated with flow experience of internet-game.
    Second, multiple regression analysis showed that use motivation, average use time and self-efficacy in internet-game and reality are able to screen flow experience of internet-game. In pathological internet-game use, use motivation, average use time, self-efficacy in internet-game and reality and self-regulation was extracted.
    Finally, path analysis indicated that relationship among self-efficacy in internet-game and reality, use motivation, self-regulation, flow experience and pathological use of internet-game. A so, pathological internet-game use would partly mediate by self-regulation.
    Implication and limitations of this study and suggestion for future studies were discussed.
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    The purpose of this study was to find out understand how self-efficacy in internet-game and reality and use motivation affect internet-game use. Also, we examined to self-regulation meditate in flow experience and pathological use of internet-game. ...

    The purpose of this study was to find out understand how self-efficacy in internet-game and reality and use motivation affect internet-game use. Also, we examined to self-regulation meditate in flow experience and pathological use of internet-game.
    In order to achieve this goal, we collected internet-game use questionnaires from total 184 adults internet-game user.
    The result were follows. First, pathological internet-game use and flow experience negatively correlated with self-efficacy in reality, self-regulation. However, positively correlated with internet-game use motivation and self-efficacy in internet-game. And pathological internet-game use positively correlated with flow experience of internet-game.
    Second, multiple regression analysis showed that use motivation, average use time and self-efficacy in internet-game and reality are able to screen flow experience of internet-game. In pathological internet-game use, use motivation, average use time, self-efficacy in internet-game and reality and self-regulation was extracted.
    Finally, path analysis indicated that relationship among self-efficacy in internet-game and reality, use motivation, self-regulation, flow experience and pathological use of internet-game. A so, pathological internet-game use would partly mediate by self-regulation.
    Implication and limitations of this study and suggestion for future studies were discussed.

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    목차 (Table of Contents)

    • Ⅰ. 서론 1
    • Ⅱ. 이론적 배경 4
    • Ⅲ. 연구문제 15
    • Ⅳ. 연구방법 16
    • V. 결과 19
    • Ⅰ. 서론 1
    • Ⅱ. 이론적 배경 4
    • Ⅲ. 연구문제 15
    • Ⅳ. 연구방법 16
    • V. 결과 19
    • Ⅵ.논의 29
    • 참고문헌 34
    • 부 록 40
    • 영문초록 49
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