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    또래집단의 영향이 청소년들의 네트워크 컴퓨터 게임 이용과 충족에 미치는 영향에 관한 연구 = (The) effect of peer group influence on the adolescents' use and gratification in network computer game playing

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    https://www.riss.kr/link?id=T8078213

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This Study looked into the new phenomenon, the adolescents' use of network computer games. Specifically, it aimed to see the relation between peer influence and the adolescents' use and gratification of network computer games.
    The previous studies on the use and gratification of media were mainly focused on the mass media, especially, TV. Little attention was given to the new media. New media has a distinguishing feature that differentiates them from traditional media, the interactivity. Because of the interactivity, the communication process via new media is quite unlike that of mass media which is one-way. Network computer game shares this character with other new media. And as it is 'networked', the actual playing process involves many people at the same time. These enabled group uses of network computer games by adolescents. But the technical potentials alone cannot explain why they prefer to play the games with the peers to playing with other people or by himself. There were some researches that investigated the social character of video game uses by male adolescents. But the uses of network games are different from those of video games in some aspects. First, the playing is against another human plater via computer not the computer programs already installed in the machine. Second, unlike video games,
    the peers can participate in the game playing at the same time, not only advise or watch someone's play.
    In this study, I assumed the reason behind the phenomena is the context of peer group, more concretely, the influence of peer group upon its members. Under the peer group influence, there will be other dimension than personal motives and gratification in network game play. Upon this assumption, I looked into the relations among peer group influence, social motive, and social gratification.
    In this study, research questions are posed as follows;
    [question 1] What effect does peer group influence have on the motives and gratifications of network computer game playing?
    [question 2] What effect does the motives to play the network computer game on the gratifications of network computer game playing?
    To answer the research questions, the following hypotheses were set and tested;
    (Hypothesis 1-1) The more his friends play the network computer games, the stronger his social motive is.
    (Hypothesis 1-2) The greater his dependency on the peers is, the stronger his social motive is.
    (Hypothesis 1-3) The social motive of the group who play with his friends will be greater than that of the group who does not play with his friends.
    (Hypothesis 1-4) The social gratification of the group who play with his friends will be greater than that of the group who does not play with his friends.
    (Hypothesis 2) The stronger the social motive is, the greater gratification is.
    To test the hypotheses, I collected the data from the 220 high students at Kyoung Moon High School through survey. and t-tests and correlation results yielded results that supported all the hypotheses. But, to the contrary to my prediction, social motive and social gratification did not divided into sub-categories, and this prevented deeper analysis. From the hypothesis test results, it can be concluded that there are social motive and gratification in adolescents' network computer game play and the peer influence has effect on them.
    The research result lead to a conclusion that the adolescents' are playing the network games not simply because it is fun or it is in fashion. But it is important in his relationship with the peers, and it help them to maintain and reinforce the relationship.
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    This Study looked into the new phenomenon, the adolescents' use of network computer games. Specifically, it aimed to see the relation between peer influence and the adolescents' use and gratification of network computer games. The previous studies on...

    This Study looked into the new phenomenon, the adolescents' use of network computer games. Specifically, it aimed to see the relation between peer influence and the adolescents' use and gratification of network computer games.
    The previous studies on the use and gratification of media were mainly focused on the mass media, especially, TV. Little attention was given to the new media. New media has a distinguishing feature that differentiates them from traditional media, the interactivity. Because of the interactivity, the communication process via new media is quite unlike that of mass media which is one-way. Network computer game shares this character with other new media. And as it is 'networked', the actual playing process involves many people at the same time. These enabled group uses of network computer games by adolescents. But the technical potentials alone cannot explain why they prefer to play the games with the peers to playing with other people or by himself. There were some researches that investigated the social character of video game uses by male adolescents. But the uses of network games are different from those of video games in some aspects. First, the playing is against another human plater via computer not the computer programs already installed in the machine. Second, unlike video games,
    the peers can participate in the game playing at the same time, not only advise or watch someone's play.
    In this study, I assumed the reason behind the phenomena is the context of peer group, more concretely, the influence of peer group upon its members. Under the peer group influence, there will be other dimension than personal motives and gratification in network game play. Upon this assumption, I looked into the relations among peer group influence, social motive, and social gratification.
    In this study, research questions are posed as follows;
    [question 1] What effect does peer group influence have on the motives and gratifications of network computer game playing?
    [question 2] What effect does the motives to play the network computer game on the gratifications of network computer game playing?
    To answer the research questions, the following hypotheses were set and tested;
    (Hypothesis 1-1) The more his friends play the network computer games, the stronger his social motive is.
    (Hypothesis 1-2) The greater his dependency on the peers is, the stronger his social motive is.
    (Hypothesis 1-3) The social motive of the group who play with his friends will be greater than that of the group who does not play with his friends.
    (Hypothesis 1-4) The social gratification of the group who play with his friends will be greater than that of the group who does not play with his friends.
    (Hypothesis 2) The stronger the social motive is, the greater gratification is.
    To test the hypotheses, I collected the data from the 220 high students at Kyoung Moon High School through survey. and t-tests and correlation results yielded results that supported all the hypotheses. But, to the contrary to my prediction, social motive and social gratification did not divided into sub-categories, and this prevented deeper analysis. From the hypothesis test results, it can be concluded that there are social motive and gratification in adolescents' network computer game play and the peer influence has effect on them.
    The research result lead to a conclusion that the adolescents' are playing the network games not simply because it is fun or it is in fashion. But it is important in his relationship with the peers, and it help them to maintain and reinforce the relationship.

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    목차 (Table of Contents)

    • <국문초록> = 4
    • 제1장. 문제의 제기 = 9
    • 제2장. 이론적 검토 = 13
    • 1. 미디어의 이용과 충족이론 = 13
    • (1) 미디어이용의 사회적 성격 = 13
    • <국문초록> = 4
    • 제1장. 문제의 제기 = 9
    • 제2장. 이론적 검토 = 13
    • 1. 미디어의 이용과 충족이론 = 13
    • (1) 미디어이용의 사회적 성격 = 13
    • (2) 뉴 미디어의 이용과 충족 = 15
    • 2. 비디오, 컴퓨터 게임에 관한 연구 = 16
    • (1) 비디오, 컴퓨터 게임의 이용과 충족에 관한 연구 = 17
    • (2) 비디오 게임 이용의 사회성 = 19
    • 3. 청소년과 또래집단(peer group) = 20
    • (1) 또래집단의 영향(peer influence) = 20
    • (2) 청소년과 미디어 = 23
    • 제3장. 연구문제 및 가설 = 26
    • 1. 연구문제 = 26
    • 2. 연구의 기본 가정과 검증가설 = 27
    • 제4장. 연구방법 = 29
    • 1. 측정척도의 구성 = 29
    • (1) 이용동기 측정척도 = 29
    • (2) 네트워크 컴퓨터 게임 충족 측정척도 = 30
    • (3) 또래집단 영향과 또래집단에 대한 의존도 측정척도 = 30
    • 2. 조사대상자와 조사절차 = 31
    • (1) 조사연구 = 31
    • (2) 인터뷰 조사 = 32
    • 3. 자료의 분석방법 = 33
    • 제5장. 연구결과 및 논의 = 34
    • 1. 네트워크 컴퓨터 게임 이용 동기와 충족의 요인분석결과 = 34
    • (1) 네트워크 컴퓨터 게임 이용동기 요인분석결과 = 34
    • (2) 네트워크 컴퓨터 게임의 충족요인 분석결과 = 36
    • 2. 가설별 검증결과와 논의 = 39
    • (1) (연구가설1-1), (연구가설 1-2), (연구가설 1-3), (연구가설 1-4)의 검증결과와 논의 = 40
    • (3) (연구가설 2)의 검증결과와 논의 = 42
    • 3. 경로 분석 결과(Path Analysis) = 44
    • 4. 인터뷰 조사 결과에 관한 논의 = 45
    • (1) 청소년들의 여가 활동과 미디어 이용 = 45
    • (2) 청소년 집단의 놀이문화로서의 네트워크 컴퓨터 게임 = 47
    • 가. 네트워크 컴퓨터 게임 이용의 대중성 = 47
    • 나. 네트워크 컴퓨터 게임 이용의 패턴 = 49
    • 다. 또 다른 그들만의 세계 : 게임방 = 52
    • 제6장. 요약 및 결론 = 54
    • 1. 연구결과의 요약 = 54
    • (1) [연구문제 1]에 대한 결론 = 54
    • (2) [연구문제 2]에 대한 결론 = 55
    • (3) 종합적 결론 = 56
    • 2. 본 연구의 한계와 앞으로의 연구를 위한 제언 = 57
    • <참고문헌> = 60
    • 부록-조사용 설문지 = 65
    • English Abstract = 73
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