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      청소년의 컴퓨터 게임중독과 정서적 특성과의 관계 : 초등학교 5·6학년과 중학교 2학년을 중심으로 = (A) study of the relationship between addiction in computer game and emotional traits of adolescent

      한글로보기

      https://www.riss.kr/link?id=T7831300

      • 저자
      • 발행사항

        서울: 서울여자대학교 대학원, 2000

      • 학위논문사항

        학위논문(석사) -- 서울여자대학교 대학원 , 교육심리학과 , 2000. 8

      • 발행연도

        2000

      • 작성언어

        한국어

      • DDC

        370.156794 판사항(20)

      • 발행국(도시)

        서울

      • 형태사항

        iii, 98장: 삽도; 27 cm.

      • 일반주기명

        부록 포함.
        참고문헌(77-82장) 포함

      • 소장기관
        • 서울여자대학교 도서관 소장기관정보
        • 한국교원대학교 도서관 소장기관정보
        • 한성대학교 도서관 소장기관정보
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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purpose of this study was to find out the relationship between computer game addiction and emotional traits-impulsiveness, depression, interpersonal anxiety, aggression -of adolescent.
      The problems were formulated in this study as following ;
      1. Are there statistical differences between the level of addiction in computer game and demographic data(grade, gender)?
      2. Are there statistical differences among the emotional traits - impulsiveness, depression, interpersonal anxiety, aggression - of adolescent, the level of addiction in computer game, demographic data(grade, gender)?
      3. What is the relationship between the level of addiction in computer game and each emotional traits - impulsiveness, depression, interpersonal anxiety, aggression - of adolescent?
      4. Are there statistical differences between the behavioral attitude of adolescent who play the computer game - total period of adolescent involvement in computer game, place to play game, days to play game a week, average hours to play game per session, the reason to play computer game, the types of game to be preferred, the reason to prefer the game - and the level of addiction in computer game?
      5. What are their subjective symptoms and reasons of addiction in computer game?

      The subjects for this study were sampled from two elementary schools and one middle school in Seoul. They consisted of 185 5th-grader, 167 6th-grader of elementary school and 432 2nd-grader of middle school. They were 413 boys and 371 girls. In particular, 9 subjects in 6th-grader of elementary school 1st and 2nd grader of middle school were interviewed. For this study, all of subjects were measured with the addiction scale in computer game(2000), the emotional trait scales(-impulsiveness scale, depression scale, interpersonal scale, aggression scale). Also, the semi-structuralized questionnaire and interview were used to investigate personal information and behavioral attitude of subjects in computer game.
      Collected data were analyzed by t-test, ANOVA, Stepwise Multiple Regression Analysis and Chi-Square test. The recorded interview data were verbatim and devided into symptoms, reasons of addiction in computer game.

      The following results showed ;
      First, the level of addiction in computer game showed statistically significant differences by grade and gender variable. That is, boys were addicted in computer game easier than girls. 5th and 6th grade elementary school students were addicted in computer game easier than 2nd grade middle school students.
      Second, there are statistically significant differences between the emotional traits(-impulsiveness, interpersonal anxiety, aggression -except depression) and the level of addiction in computer game. There are statistically significant differences between impulsiveness and grade. There are statistically significant differences among interpersonal anxiety, aggression, gender. That is, differences in the group of high level of addiction in computer game were higher than the low one. Significant differences in interactive effect were found between grade and the level of addiction in computer game involved the emotional traits(impulsiveness, interpersonal, aggression -except depression).
      Third, there are statistically significant differences between the level of addicted in computer game and aggression.
      Fourth, there are statistically differences between the behavioral attitude and the level of addiction in computer game.
      Fifth, the results of interview showed the adolescents in the high level of addiction in computer game have following additional symptoms : dependence of psychology, tolerance, slightly withdrawal, academic problem, economic problem. And they think the reasons that play the computer game to gain the achievement and confidency, to get the encouragement from their friends, to avoid from the real problem, to earn some money easily, to dissolve aggression.
      번역하기

      The purpose of this study was to find out the relationship between computer game addiction and emotional traits-impulsiveness, depression, interpersonal anxiety, aggression -of adolescent. The problems were formulated in this study as following ; ...

      The purpose of this study was to find out the relationship between computer game addiction and emotional traits-impulsiveness, depression, interpersonal anxiety, aggression -of adolescent.
      The problems were formulated in this study as following ;
      1. Are there statistical differences between the level of addiction in computer game and demographic data(grade, gender)?
      2. Are there statistical differences among the emotional traits - impulsiveness, depression, interpersonal anxiety, aggression - of adolescent, the level of addiction in computer game, demographic data(grade, gender)?
      3. What is the relationship between the level of addiction in computer game and each emotional traits - impulsiveness, depression, interpersonal anxiety, aggression - of adolescent?
      4. Are there statistical differences between the behavioral attitude of adolescent who play the computer game - total period of adolescent involvement in computer game, place to play game, days to play game a week, average hours to play game per session, the reason to play computer game, the types of game to be preferred, the reason to prefer the game - and the level of addiction in computer game?
      5. What are their subjective symptoms and reasons of addiction in computer game?

      The subjects for this study were sampled from two elementary schools and one middle school in Seoul. They consisted of 185 5th-grader, 167 6th-grader of elementary school and 432 2nd-grader of middle school. They were 413 boys and 371 girls. In particular, 9 subjects in 6th-grader of elementary school 1st and 2nd grader of middle school were interviewed. For this study, all of subjects were measured with the addiction scale in computer game(2000), the emotional trait scales(-impulsiveness scale, depression scale, interpersonal scale, aggression scale). Also, the semi-structuralized questionnaire and interview were used to investigate personal information and behavioral attitude of subjects in computer game.
      Collected data were analyzed by t-test, ANOVA, Stepwise Multiple Regression Analysis and Chi-Square test. The recorded interview data were verbatim and devided into symptoms, reasons of addiction in computer game.

      The following results showed ;
      First, the level of addiction in computer game showed statistically significant differences by grade and gender variable. That is, boys were addicted in computer game easier than girls. 5th and 6th grade elementary school students were addicted in computer game easier than 2nd grade middle school students.
      Second, there are statistically significant differences between the emotional traits(-impulsiveness, interpersonal anxiety, aggression -except depression) and the level of addiction in computer game. There are statistically significant differences between impulsiveness and grade. There are statistically significant differences among interpersonal anxiety, aggression, gender. That is, differences in the group of high level of addiction in computer game were higher than the low one. Significant differences in interactive effect were found between grade and the level of addiction in computer game involved the emotional traits(impulsiveness, interpersonal, aggression -except depression).
      Third, there are statistically significant differences between the level of addicted in computer game and aggression.
      Fourth, there are statistically differences between the behavioral attitude and the level of addiction in computer game.
      Fifth, the results of interview showed the adolescents in the high level of addiction in computer game have following additional symptoms : dependence of psychology, tolerance, slightly withdrawal, academic problem, economic problem. And they think the reasons that play the computer game to gain the achievement and confidency, to get the encouragement from their friends, to avoid from the real problem, to earn some money easily, to dissolve aggression.

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      목차 (Table of Contents)

      • Ⅰ. 서론 = 1
      • 1. 연구의 필요성 및 목적 = 1
      • Ⅱ. 이론적 배경 = 5
      • 1. '중독'의 개념 정의 = 5
      • 2. 인터넷 중독 = 6
      • Ⅰ. 서론 = 1
      • 1. 연구의 필요성 및 목적 = 1
      • Ⅱ. 이론적 배경 = 5
      • 1. '중독'의 개념 정의 = 5
      • 2. 인터넷 중독 = 6
      • 3. 컴퓨터 게임중독 = 10
      • (1) 개념 및 증상 = 10
      • (2) 컴퓨터 게임중독의 원인 = 11
      • (3) 컴퓨터 게임의 분류 = 15
      • 4. 청소년의 정서적 특성 = 18
      • (1) 충동성 = 19
      • (2) 우울 = 19
      • (3) 대인불안 = 21
      • (4) 공격성 = 22
      • 5. 선행연구 고찰 = 23
      • (1) 중독과 인성특성에 관한 연구 = 23
      • (2) 인터넷 중독과 인성 특성에 관한 연구 = 24
      • (3) 청소년의 전자게임의 사용과 정서적 특성에 관한 연구 = 26
      • Ⅲ. 연구문제 = 28
      • Ⅳ. 연구 방법 및 절차 = 29
      • 1. 연구 대상 = 29
      • 2. 측정 도구 = 33
      • 3. 자료 수집 방법 및 절차 = 36
      • 4. 자료 처리 및 분석 = 39
      • Ⅴ. 결과 및 해석 = 40
      • 1. 설문지 자료의 결과 및 해석 = 40
      • 2. 면담 자료의 결과 및 해석 = 54
      • Ⅵ. 논의 = 65
      • Ⅶ. 결론 및 제언 = 73
      • 1. 결론 = 73
      • 2. 제언 = 74
      • 참고문헌 = 77
      • 부록 = 83
      • 영문초록 = 96
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