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.