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      초등학생의 컴퓨터게임 이용실태 및 게임중독정도와 정신건강과의 관계 = Use of computer games by elementary schoolers and the relationship of game addiction to mental health

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      https://www.riss.kr/link?id=T8590166

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      The purpose of this study was to contribute to furthering the leisure activities and mental health of elementary schoolers, by examining the use of computer game by them, their game abuse, and the relationship of game addiction and mental health.
      The subject in this study were 692 elementary school students in their 5th and 6th years. The data were collected from September 3 through 8, 2001, and the instrument used in this study was a revised version of Son Weon-im(2001), Lee Song-seon(2000) and Jang Rae-hong(1998)'s scales, which consisted of 54 items including 14 about the use of computer game, 15 about computer game abuse, and 9 regarding mental health. For data analysis, SPSS for Windows version 10.0 was employed, and different analytic methods were utilized: frequency, percentage, one-way ANOVA, Duncan test, t-test, Chi-square test, Pearson's correlation coefficient, and multiple regression.
      The findings of this study could be described as below:
      First, concerning the use of computer game, the elementary schoolers investigated played games on the computer the most, followed by e-mail exchange, chatting, information retrieval and learning in the order named. The most common place they played computer games was their hous. The largest number of them did that because it's interesting to do, and for 1 year to less than 2 years.
      They were absorbed in computer games mostly alone, nearly everyday, and for 1 or 2 hours. Their parents were deeply interested in their children's computer games.
      The favorite game was Portless, followed by the Kingdom of the Winds, Star Craft, Diablo, and Bogeul Bogeul in the order named. 399 types of various games were enjoyed. The majority of them favored computer games because it's interesting to do, and there were approximately 70 other reasons, such as stress hndling or pursuing a sense of achievement.
      Second, as to the extent of computer game addiction, their addiction score was 28.78 out of possible 60 points, which was below the average. The group that played computer games for a longer period, more frequently or for more hours at a time, got higher addiction scores.
      By school year, gender, geographic region and possession of computer, those who were boys or owned computer were more addictive than the others who were girls or didn't possess computer.
      Third, as a result of investigating the relationship of the game abuse to mental health, their mental helth was scored 77.62 on the basis of 216 points, which indicated they were in good mental health.
      By subvariable, they got the highest score in obsession and the lowest in fear of anxiety.
      As a result of seeing whether mental health was affected by the variable of the computer game use, computer game frequency made a significant difference to hostility, and anxiety, fear of anxiety and psychoneurosis were significantly influenced by the game attention span.
      By subvariables, the boy students got the highest score in obsession and the lowest in fear of anxiety. Similarly, the girl students got higher marks in obsession and person sensitivity and the least one in fear of anxiety. Specifically, the person sensitivity of the girls was severer than that of the boys.
      Those who were more addictive were in worse mental health, and those who were less addictive were healthier mentally.
      There appeared significant positive correlations between every subvariables of computer game addiction and mental health. When stepwise multiple regression analysis was conducted to see the influence of the game abuse on mental health, the correlation between the two was slightly positive with .36, and the game abuse made 12.9% prediction of mental health.
      As shown above, computer games were a way of life for most of the elementary school students. When it's taken into account that school-age period is vital for physical growth and emotional, social development, the computer game use and addiction must be given careful, discreet attention for their sound mental health. Elementary schoolers should be guided properly at school and home to be able to control their own exposure to computer games on their own and thereby prevent themselves from being an addict. Besides, it's needed to consider how computer games could be utilized for educational purposes and to conduct mental health examination on a regular basis. School nurses are required to provide appropriate intervention for computer-game addict children so that they could properly be treated with mental-health counseling programs or something like that. The nation and society also need to put computer games on a right track as part of good play culture, by developing sound games that could enhance prosocial behavior and facilitate cognitive stimuli.
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      The purpose of this study was to contribute to furthering the leisure activities and mental health of elementary schoolers, by examining the use of computer game by them, their game abuse, and the relationship of game addiction and mental health. The...

      The purpose of this study was to contribute to furthering the leisure activities and mental health of elementary schoolers, by examining the use of computer game by them, their game abuse, and the relationship of game addiction and mental health.
      The subject in this study were 692 elementary school students in their 5th and 6th years. The data were collected from September 3 through 8, 2001, and the instrument used in this study was a revised version of Son Weon-im(2001), Lee Song-seon(2000) and Jang Rae-hong(1998)'s scales, which consisted of 54 items including 14 about the use of computer game, 15 about computer game abuse, and 9 regarding mental health. For data analysis, SPSS for Windows version 10.0 was employed, and different analytic methods were utilized: frequency, percentage, one-way ANOVA, Duncan test, t-test, Chi-square test, Pearson's correlation coefficient, and multiple regression.
      The findings of this study could be described as below:
      First, concerning the use of computer game, the elementary schoolers investigated played games on the computer the most, followed by e-mail exchange, chatting, information retrieval and learning in the order named. The most common place they played computer games was their hous. The largest number of them did that because it's interesting to do, and for 1 year to less than 2 years.
      They were absorbed in computer games mostly alone, nearly everyday, and for 1 or 2 hours. Their parents were deeply interested in their children's computer games.
      The favorite game was Portless, followed by the Kingdom of the Winds, Star Craft, Diablo, and Bogeul Bogeul in the order named. 399 types of various games were enjoyed. The majority of them favored computer games because it's interesting to do, and there were approximately 70 other reasons, such as stress hndling or pursuing a sense of achievement.
      Second, as to the extent of computer game addiction, their addiction score was 28.78 out of possible 60 points, which was below the average. The group that played computer games for a longer period, more frequently or for more hours at a time, got higher addiction scores.
      By school year, gender, geographic region and possession of computer, those who were boys or owned computer were more addictive than the others who were girls or didn't possess computer.
      Third, as a result of investigating the relationship of the game abuse to mental health, their mental helth was scored 77.62 on the basis of 216 points, which indicated they were in good mental health.
      By subvariable, they got the highest score in obsession and the lowest in fear of anxiety.
      As a result of seeing whether mental health was affected by the variable of the computer game use, computer game frequency made a significant difference to hostility, and anxiety, fear of anxiety and psychoneurosis were significantly influenced by the game attention span.
      By subvariables, the boy students got the highest score in obsession and the lowest in fear of anxiety. Similarly, the girl students got higher marks in obsession and person sensitivity and the least one in fear of anxiety. Specifically, the person sensitivity of the girls was severer than that of the boys.
      Those who were more addictive were in worse mental health, and those who were less addictive were healthier mentally.
      There appeared significant positive correlations between every subvariables of computer game addiction and mental health. When stepwise multiple regression analysis was conducted to see the influence of the game abuse on mental health, the correlation between the two was slightly positive with .36, and the game abuse made 12.9% prediction of mental health.
      As shown above, computer games were a way of life for most of the elementary school students. When it's taken into account that school-age period is vital for physical growth and emotional, social development, the computer game use and addiction must be given careful, discreet attention for their sound mental health. Elementary schoolers should be guided properly at school and home to be able to control their own exposure to computer games on their own and thereby prevent themselves from being an addict. Besides, it's needed to consider how computer games could be utilized for educational purposes and to conduct mental health examination on a regular basis. School nurses are required to provide appropriate intervention for computer-game addict children so that they could properly be treated with mental-health counseling programs or something like that. The nation and society also need to put computer games on a right track as part of good play culture, by developing sound games that could enhance prosocial behavior and facilitate cognitive stimuli.

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      목차 (Table of Contents)

      • 목차
      • I. 서론 = 1
      • 1. 연구의 필요성 = 1
      • 2. 연구 목적 = 3
      • 3. 연구 문제 = 3
      • 목차
      • I. 서론 = 1
      • 1. 연구의 필요성 = 1
      • 2. 연구 목적 = 3
      • 3. 연구 문제 = 3
      • 4. 용어 정의 = 4
      • 5. 연구의 제한점 = 6
      • II. 문헌고찰 = 7
      • 1. 컴퓨터게임 = 7
      • 2. 컴퓨터게임 중독 = 14
      • 3. 정신건강 = 22
      • III. 연구방법 = 28
      • 1. 연구설계 = 28
      • 2. 연구대상 = 28
      • 3. 연구도구 = 28
      • 4. 자료수집 방법 및 절차 = 31
      • 5. 자료분석방법 = 31
      • IV. 연구결과 = 33
      • 1. 대상자의 일반적 특성 = 33
      • 2. 컴퓨터게임 이용 실태 = 33
      • 3. 컴퓨터게임 중독정도 = 43
      • 4. 컴퓨터게임 중독정도와 정신건강과의 관계 = 46
      • V. 논의 = 51
      • 1. 초등학생의 컴퓨터게임 이용실태 = 51
      • 2. 컴퓨터게임 중독정도 = 54
      • 3. 컴퓨터게임과 정신건강과의 관계 = 56
      • VI. 결론 및 제언 = 60
      • 1. 결론 = 60
      • 2. 제언 = 62
      • 참고문헌 = 64
      • ABSTRACT = 72
      • 부록 = 76
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