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    가족 기능과 자아개념이 고등학생의 컴퓨터 게임 중독에 미치는 영향

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    https://www.riss.kr/link?id=T8043493

    • 저자
    • 발행사항

      서울 : 서울여자대학교, 2001

    • 학위논문사항
    • 발행연도

      2001

    • 작성언어

      한국어

    • KDC

      372.61 판사항(4)

    • 발행국(도시)

      서울

    • 형태사항

      iv, 76 p. ; 26 cm.

    • 소장기관
      • 서울과학기술대학교 도서관 소장기관정보
      • 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 investigate the effects of family function and self-concept on the computer game addiction.
    In order to achieve the purpose, the following questions were raised :
    First, what are the effects of family function(family cohesion and family adaptability) on addiction in computer game?
    Second, what are the effects of self-concept(self-esteem, self-control, loneliness) on addiction in computer game?
    Third, what are the effects of family function(family cohesion and family adaptability) and self-concept(self-esteem, self-control, loneliness) on addiction in computer game?
    The subjects for this study were sampled from two high schools. The total of 587 students participated in this study. They consisted of 264 first grader, 323 second grader. They were 444 boys and 143 girls.
    For this study, all of subjects were measured with the Addiction scale in Computer game, Self-Esteem scale, Self-Control rating scale, Revised UCLA Loneliness scale.
    The data of this study were analyzed by the statistical method of ANOVA, correlation coefficient, regression analysis, Stepwise multiple regression analysis and Chi-square test through the SPSS program.
    The result of this study can be summarized as follows :
    First, a level of family cohesion in the group of high level of addiction in computer game was lower than the low one. The family cohesion accounted for 3.5% of the variance in predicting computer game addiction. However, there are not statistically significant differences in the family adaptability among the level of addiction in computer game and gender.
    Second, a level of self-esteem and self-control in the group of high level of addiction in computer game were lower than the low one. And a level of loneliness in the group of high level of addiction in computer game was higher than the low one. However, there are not statistically significant differences in self-concept(self-esteem, self-control, loneliness) among a gender.
    Third, the addiction in computer game was predicted in the order of self-control and loneliness in the self-concept. And loneliness was the most influential variable. The self-control and loneliness accounted for 13.4% of the variance in predicting computer game addiction.
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    The purpose of this study was to investigate the effects of family function and self-concept on the computer game addiction. In order to achieve the purpose, the following questions were raised : First, what are the effects of family function(family...

    The purpose of this study was to investigate the effects of family function and self-concept on the computer game addiction.
    In order to achieve the purpose, the following questions were raised :
    First, what are the effects of family function(family cohesion and family adaptability) on addiction in computer game?
    Second, what are the effects of self-concept(self-esteem, self-control, loneliness) on addiction in computer game?
    Third, what are the effects of family function(family cohesion and family adaptability) and self-concept(self-esteem, self-control, loneliness) on addiction in computer game?
    The subjects for this study were sampled from two high schools. The total of 587 students participated in this study. They consisted of 264 first grader, 323 second grader. They were 444 boys and 143 girls.
    For this study, all of subjects were measured with the Addiction scale in Computer game, Self-Esteem scale, Self-Control rating scale, Revised UCLA Loneliness scale.
    The data of this study were analyzed by the statistical method of ANOVA, correlation coefficient, regression analysis, Stepwise multiple regression analysis and Chi-square test through the SPSS program.
    The result of this study can be summarized as follows :
    First, a level of family cohesion in the group of high level of addiction in computer game was lower than the low one. The family cohesion accounted for 3.5% of the variance in predicting computer game addiction. However, there are not statistically significant differences in the family adaptability among the level of addiction in computer game and gender.
    Second, a level of self-esteem and self-control in the group of high level of addiction in computer game were lower than the low one. And a level of loneliness in the group of high level of addiction in computer game was higher than the low one. However, there are not statistically significant differences in self-concept(self-esteem, self-control, loneliness) among a gender.
    Third, the addiction in computer game was predicted in the order of self-control and loneliness in the self-concept. And loneliness was the most influential variable. The self-control and loneliness accounted for 13.4% of the variance in predicting computer game addiction.

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    목차 (Table of Contents)

    • 목차
    • I. 서론 = 1
    • 1. 연구의 필요성 및 목적 = 1
    • II. 이론적 배경 = 4
    • 1. 컴퓨터 게임 중독 = 4
    • 목차
    • I. 서론 = 1
    • 1. 연구의 필요성 및 목적 = 1
    • II. 이론적 배경 = 4
    • 1. 컴퓨터 게임 중독 = 4
    • (1) 게임 중독의 정의 = 4
    • (2) 게임 중독에 관한 연구 = 9
    • 2. 가족 기능(Family function)과 게임 중독 = 12
    • (1) 가족 응집성(Family Cohesion) = 12
    • (2) 가족 적응성(Family Adaptability) = 13
    • (3) 가족 기능과 게임 중독에 관한 연구 = 13
    • 3. 자아개념(Self-concept)과 게임 중독 = 15
    • (1) 자아존중감(Self-Esteem) = 17
    • (2) 자기통제력(Self-Control) = 18
    • (3) 대인관계에서의 외로움(Loneliness) = 18
    • (4) 자아개념과 게임중독에 관한 연구 = 19
    • 4. 가족기능, 자아개념과 게임중독 = 23
    • III. 연구문제 = 25
    • IV. 연구방법 및 절차 = 26
    • 1. 연구대상 = 26
    • 2. 측정도구 = 27
    • 3. 자료 수집 방법 및 절차 = 31
    • 4. 자료 처리 및 분석 = 32
    • V. 결과 및 해석 = 33
    • VI. 논의 = 51
    • VII. 결론 및 제언 = 57
    • 1. 결론 = 57
    • 2. 제언 = 58
    • 참고문헌 = 61
    • 부록 = 67
    • ABSTRACT = 74
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