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    온라인 게임중독 청소년의 비행요인 : Heckman의 2단계 분석모형을 중심으로 = Delinquency factors of online game-addicted adolescence : focus on the Heckman's two stage model

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    https://www.riss.kr/link?id=T12954036

    • 저자
    • 발행사항

      서울 : 동국대학교, 2012

    • 학위논문사항

      학위논문(박사) -- 동국대학교 대학원 , 경찰행정학과 , 2012

    • 발행연도

      2012

    • 작성언어

      한국어

    • KDC

      350.7 판사항(5)

    • DDC

      353.36 판사항(21)

    • 발행국(도시)

      서울

    • 형태사항

      vii, 211 p. ; 26 cm

    • 일반주기명

      참고문헌: p. 173-192

    • DOI식별코드
    • 소장기관
      • 국립중앙도서관 국립중앙도서관 우편복사 서비스
      • 동국대학교 중앙도서관 소장기관정보
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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The purpose of this study is empirically to verify the factors that influence on juveniles' online game addiction and delinquency. It is examined in two ways as what factors have effect on juveniles' online game addiction and juvenile delinquency after gaming addiction.
    In previous researches it was focused on the adverse effect of online game and considered that the negative results of the game addiction is juvenile delinquency. These efforts contributed to recognize the problems of harmful impacts caused by online games and to establish effective intervention strategies. However, previous researches did not take about the mutual relationships between online game addiction and delinquency, but did analyze them individually without considering the characteristics of juveniles who were not addicted. Therefore, only juveniles who were addicted to online game were analyzed. In the analysis process, it was not considered about the errors that came from whether juveniles were addicted or not. Thus, it only showed that the separate outcomes not considering the relationship between game addiction and delinquency together.
    In this study Heckman's Two Stage Estimation is used to raise the validity of the research model and to resolve the heteroscedasticity that may be found in OLS regression. With regard to this matters, at the first stage Probit analysis was carried out to find out whether juveniles are addicted to online game or not. At the second stage, it was examined with OLS regression. what risk factors influenced on juvenile delinquency for juveniles who were classified as online addicts.
    The date includes demographic variables, game using factor, and ecological factors. Samples of this study are selected for juveniles who are using internet between 14 to 18 living in Seoul. Specifically, variables that are related to online game addiction and delinquency are recomputed into online game addiction or not addiction at the first analysis and into the levels of delinquency at the second stage. Demographic variables include sex, age, grades, social economic status, and family structure. game using variables consist of game use experiences, the place playing online games, and the average of game using hours. Finally, ecological variables are personal aggression, depression and anxiety, family related risk factors, and school related risk factors.
    The results of the analysis are summarized as following.
    To consider what factors influence on juveniles' online game addiction, the results from Probit analysis show that variables about the average game using hours, personal aggression, and depression and anxiety are statistically significant. That is to say, the more hours juveniles are using games, the higher probability of online game addiction(p<.01). As the level of personal aggression(p<.05) and the level of depression and anxiety(p<.05) are higher, there is higher probability of game addiction.
    The second analysis is conducted to figure out the factors that influence on the level of delinquency with juveniles who were classified as online game addicts. Delinquent variables are divided into status delinquency, violent delinquency, property delinquency, cyber delinquency, and all of total delinquency, and OLS regression is conducted.
    For the status delinquency, as having high level of depression and anxiety, the level of status delinquency is increased(p=.056). The level of violent delinquency is increased by Juveniles who have long experience of online games (p<.05), have friends in addiction to online game(p<.01), and have high level of depression. On the other hand, as the average of game using hours increased(P<.001), the level of violent delinquency is decreased. Property delinquency. In case of property delinquency, juveniles who are using online game for a long time(p<.05) and having friends addicted to games(p<.01) shows higher level on delinquency. However, as the average using hours(p<.01) and the risk factors related to school(p<.01) is increased, the level of delinquency is decreased. In terms of cyber delinquency, the delinquency level is increased by longer game using experience, having friends who are addicted to games, and having risk factors that are related to the family. Finally, with regard to the all of total delinquency, the level of all of the delinquency is increased by the factors of having longer game using experience(p<.01), friends who are addicted to game(p<.01), and higher level of depression and anxiety.(p<.05). As the average using hours is longer, however, the level of all of the delinquency is lowered.
    Based on the research outcomes, suggestions are following in order to prevent and to solve online game addiction and juveniles delinquency. First of all, the recommendation about appropriate game using hours for juveniles is needed. Most of previous researches have discussed about the reasons of addiction that are focused on psychological, social, and environmental factors. However, the main reason that makes juveniles addicted is the attractiveness of the game itself. That is, juveniles first started online games for fun, then mixed with other factors, so that caused problematic behaviors such as delinquency. It hold up the same view of Han Sang-Chul(2006) that juvenile problems often come with several problematic behaviors simultaneously or seem to be problem behavior syndrome. With the purpose of establishing appropriate intervention for juveniles, overall situation about a range of juvenile issues should be considered rather than focusing on one issue.
    On the basis of the various issues in this study, the ideas of solution would be suggested here. First, appropriate game use time should be informed, and juveniles could recognize themselves whether they are addicted to game or not. In terms of that, regular education is required to control game using time and to intervene in early stage of game addiction.
    Second, various programs should be introduced for developing juveniles' sound mind. As the result of this study, It was shown that personal aggression, depression and anxiety influence on juveniles' online game addiction and delinquency. As society has changed dramatically, the functions of family and school aggravate the attachment of them. Lack of the attachment causes a range of psychological instability such as depression and anxiety, and aggression. Therefore, it is essential to recover the attachment of family and school for the emotional functions of juveniles.
    Third, various alternative for online game that represent juveniles' recreation culture should be introduced. In the reality without proper play culture, it makes juveniles involved in watching Television and playing online games. Thus, it is important to find other interests and to experience many activities for them. Also, the spaces for playing that allows various activities out of online space are needed. Especially, various programs for solving interpersonal relationship problems cuased by changes in the functions of family and school should be developed.
    Fourth, safety devices are required to prevent game addiction by online game companies by themselves. That is to say, online game companies should consider the minimum safety devices to prevent addiction in the egg. Currently, it is easy to register even for elementary school students and possible to pay the bills by a phone-call without parental consent. At this time, the Internet culture and system should be reestablished.
    The limitation of this study and recommendation of further studies would be suggested. In terms of sampling, this study limited juveniles aged between 14 to 16 living in Seoul. It is difficult to generalize about the result of the study into the whole juveniles population. Also, considering the range of ages using online games extend to the younger children such as preschoolers, further studies should include broader range of age groups and various regional characteristics.
    In addition, this study focuses on ecological factors that influence on delinquency of juvenile game addicts, and cross sectional analysis was conducted. The long-term effects of juvenile delinquency on online game addiction could not examined. That is say, longitudinal studies are required to find the effects of juveniles's online game addiction not only in adolescent period, but also in their adulthood about social aspects such as social relationships and adaptation.
    번역하기

    The purpose of this study is empirically to verify the factors that influence on juveniles' online game addiction and delinquency. It is examined in two ways as what factors have effect on juveniles' online game addiction and juvenile delinquency afte...

    The purpose of this study is empirically to verify the factors that influence on juveniles' online game addiction and delinquency. It is examined in two ways as what factors have effect on juveniles' online game addiction and juvenile delinquency after gaming addiction.
    In previous researches it was focused on the adverse effect of online game and considered that the negative results of the game addiction is juvenile delinquency. These efforts contributed to recognize the problems of harmful impacts caused by online games and to establish effective intervention strategies. However, previous researches did not take about the mutual relationships between online game addiction and delinquency, but did analyze them individually without considering the characteristics of juveniles who were not addicted. Therefore, only juveniles who were addicted to online game were analyzed. In the analysis process, it was not considered about the errors that came from whether juveniles were addicted or not. Thus, it only showed that the separate outcomes not considering the relationship between game addiction and delinquency together.
    In this study Heckman's Two Stage Estimation is used to raise the validity of the research model and to resolve the heteroscedasticity that may be found in OLS regression. With regard to this matters, at the first stage Probit analysis was carried out to find out whether juveniles are addicted to online game or not. At the second stage, it was examined with OLS regression. what risk factors influenced on juvenile delinquency for juveniles who were classified as online addicts.
    The date includes demographic variables, game using factor, and ecological factors. Samples of this study are selected for juveniles who are using internet between 14 to 18 living in Seoul. Specifically, variables that are related to online game addiction and delinquency are recomputed into online game addiction or not addiction at the first analysis and into the levels of delinquency at the second stage. Demographic variables include sex, age, grades, social economic status, and family structure. game using variables consist of game use experiences, the place playing online games, and the average of game using hours. Finally, ecological variables are personal aggression, depression and anxiety, family related risk factors, and school related risk factors.
    The results of the analysis are summarized as following.
    To consider what factors influence on juveniles' online game addiction, the results from Probit analysis show that variables about the average game using hours, personal aggression, and depression and anxiety are statistically significant. That is to say, the more hours juveniles are using games, the higher probability of online game addiction(p<.01). As the level of personal aggression(p<.05) and the level of depression and anxiety(p<.05) are higher, there is higher probability of game addiction.
    The second analysis is conducted to figure out the factors that influence on the level of delinquency with juveniles who were classified as online game addicts. Delinquent variables are divided into status delinquency, violent delinquency, property delinquency, cyber delinquency, and all of total delinquency, and OLS regression is conducted.
    For the status delinquency, as having high level of depression and anxiety, the level of status delinquency is increased(p=.056). The level of violent delinquency is increased by Juveniles who have long experience of online games (p<.05), have friends in addiction to online game(p<.01), and have high level of depression. On the other hand, as the average of game using hours increased(P<.001), the level of violent delinquency is decreased. Property delinquency. In case of property delinquency, juveniles who are using online game for a long time(p<.05) and having friends addicted to games(p<.01) shows higher level on delinquency. However, as the average using hours(p<.01) and the risk factors related to school(p<.01) is increased, the level of delinquency is decreased. In terms of cyber delinquency, the delinquency level is increased by longer game using experience, having friends who are addicted to games, and having risk factors that are related to the family. Finally, with regard to the all of total delinquency, the level of all of the delinquency is increased by the factors of having longer game using experience(p<.01), friends who are addicted to game(p<.01), and higher level of depression and anxiety.(p<.05). As the average using hours is longer, however, the level of all of the delinquency is lowered.
    Based on the research outcomes, suggestions are following in order to prevent and to solve online game addiction and juveniles delinquency. First of all, the recommendation about appropriate game using hours for juveniles is needed. Most of previous researches have discussed about the reasons of addiction that are focused on psychological, social, and environmental factors. However, the main reason that makes juveniles addicted is the attractiveness of the game itself. That is, juveniles first started online games for fun, then mixed with other factors, so that caused problematic behaviors such as delinquency. It hold up the same view of Han Sang-Chul(2006) that juvenile problems often come with several problematic behaviors simultaneously or seem to be problem behavior syndrome. With the purpose of establishing appropriate intervention for juveniles, overall situation about a range of juvenile issues should be considered rather than focusing on one issue.
    On the basis of the various issues in this study, the ideas of solution would be suggested here. First, appropriate game use time should be informed, and juveniles could recognize themselves whether they are addicted to game or not. In terms of that, regular education is required to control game using time and to intervene in early stage of game addiction.
    Second, various programs should be introduced for developing juveniles' sound mind. As the result of this study, It was shown that personal aggression, depression and anxiety influence on juveniles' online game addiction and delinquency. As society has changed dramatically, the functions of family and school aggravate the attachment of them. Lack of the attachment causes a range of psychological instability such as depression and anxiety, and aggression. Therefore, it is essential to recover the attachment of family and school for the emotional functions of juveniles.
    Third, various alternative for online game that represent juveniles' recreation culture should be introduced. In the reality without proper play culture, it makes juveniles involved in watching Television and playing online games. Thus, it is important to find other interests and to experience many activities for them. Also, the spaces for playing that allows various activities out of online space are needed. Especially, various programs for solving interpersonal relationship problems cuased by changes in the functions of family and school should be developed.
    Fourth, safety devices are required to prevent game addiction by online game companies by themselves. That is to say, online game companies should consider the minimum safety devices to prevent addiction in the egg. Currently, it is easy to register even for elementary school students and possible to pay the bills by a phone-call without parental consent. At this time, the Internet culture and system should be reestablished.
    The limitation of this study and recommendation of further studies would be suggested. In terms of sampling, this study limited juveniles aged between 14 to 16 living in Seoul. It is difficult to generalize about the result of the study into the whole juveniles population. Also, considering the range of ages using online games extend to the younger children such as preschoolers, further studies should include broader range of age groups and various regional characteristics.
    In addition, this study focuses on ecological factors that influence on delinquency of juvenile game addicts, and cross sectional analysis was conducted. The long-term effects of juvenile delinquency on online game addiction could not examined. That is say, longitudinal studies are required to find the effects of juveniles's online game addiction not only in adolescent period, but also in their adulthood about social aspects such as social relationships and adaptation.

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    목차 (Table of Contents)

    • 제1장 서론 = 1
    • 제1절 연구의 목적 = 1
    • 제2절 연구의 범위 및 방법 = 6
    • 1. 연구의 범위 = 6
    • 2. 연구의 방법 = 9
    • 제1장 서론 = 1
    • 제1절 연구의 목적 = 1
    • 제2절 연구의 범위 및 방법 = 6
    • 1. 연구의 범위 = 6
    • 2. 연구의 방법 = 9
    • 제 2 장 연구의 이론적 배경 = 12
    • 제1절 온라인 게임중독의 개념 및 특징 = 12
    • 1. 온라인 게임중독의 개념 = 12
    • 2. 온라인 게임중독의 특징 = 17
    • 3. 현행 온라인 게임중독 정책의 문제점 = 25
    • 제2절 청소년비행의 개념 및 특징 = 29
    • 1. 청소년비행의 개념 = 29
    • 2. 청소년비행의 현황 및 특징 = 35
    • 제3절 온라인 게임중독과 청소년비행의 관계 = 44
    • 1. 청소년비행에 영향을 미친다는 논의 = 44
    • 2. 청소년비행에 영향을 미치지 않는다는 논의 = 49
    • 3. 생태체계학적 접근 = 50
    • 제4절 선행연구의 검토 = 57
    • 1. 인구사회학적 특성 = 58
    • 2. 게임이용 특성 = 59
    • 3. 생태체계학적 특성 = 61
    • 제 3 장 연구모형과 연구방법 = 68
    • 제1절 연구모형 및 가설 = 68
    • 1. 연구모형 = 68
    • 2. 연구가설 = 71
    • 제2절 변수의 조작적 정의와 측정 = 73
    • 1. 종속변수 = 75
    • 2. 독립변수 = 83
    • 3. 척도의 타당도와 신뢰도 = 85
    • 제3절 자료수집 및 분석방법 = 99
    • 1. 표본설계와 자료수집 = 99
    • 2. 분석방법 = 103
    • 제 4 장 연구결과의 분석 및 논의 = 105
    • 제1절 연구대상자의 일반적 특성 = 105
    • 1. 인구사회학적 특성 = 105
    • 2. 가족관련 특성 = 106
    • 3. 온라인 게임이용관련 특성과 중독실태 = 107
    • 제2절 온라인 게임 중독군과 비중독군의 일반적 특성 = 110
    • 1. 인구사회학적 특성 = 110
    • 2. 가족관련 특성 = 112
    • 3. 게임이용관련 특성 = 114
    • 4. 주요변수의 특성 = 117
    • 제3절 가설의 검증 = 128
    • 1. 로지스틱 회귀분석을 위한 사전분석 = 128
    • 2. 청소년의 온라인 게임중독요인 = 131
    • 3. 중독ㆍ비중독 청소년의 비행요인 = 141
    • 4. Heckman의 2단계모형 검증 = 146
    • 제4절 분석결과의 요약 및 논의 = 159
    • 1. 분석결과의 요약 = 159
    • 2. 분석결과의 논의 = 161
    • 제 5 장 결론 = 168
    • 참고문헌 = 173
    • Abstract = 193
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