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    온라인게임의 中毒적 使用에 影響을 미치는 要因에 관한 硏究

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    https://www.riss.kr/link?id=T8935251

    • 저자
    • 발행사항

      진주 : 경상대학교, 2002

    • 학위논문사항

      학위논문(석사) -- 경상대학교 대학원 , 사회복지학과 , 2002

    • 발행연도

      2002

    • 작성언어

      한국어

    • 주제어
    • 발행국(도시)

      경상남도

    • 기타서명

      (The)Determinants of the addictive usage of on-line game

    • 형태사항

      v, 92장 : 삽도 ; 27 cm.

    • 일반주기명

      권말에 설문지 있음.

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      • 경상국립대학교 도서관 소장기관정보
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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This study was designed to investigate the determinants of addictive usage of on-line game in order to provide effective intervention strategies.
    For this purpose, a hypothetical model which investigates the effect of psychological, socio-environmental, and fulfilling factor on addictive usage of on-line game was developed. Using the data collected from 606 middle school students, the hypothetical model was tested. For data analysis, multiple regression analysis was used.
    As a result of analyzing data, adolescent's addictive usage of on-line game was found to be determined by the different factors: the addictive usage of on-line game was determined by 2 psychological factor (impulsivity, self-control), by 2 socio-environmental factor(class maladaptation, isolation from friends), and by 3 fulfilling factor(feeling of belongingness, feeling of achievement, interest).
    When added 3 interaction terms to the hypothetical model, only one interaction effect was found to be significant: Interaction between isolation from friends and feeling of belongingness had significant effect on the addictive usage of on-line game.
    Based on the findings, the intervention strategies to monitor adolescent's addictive usage of on-line game on the part of parents, to provide education program at school were suggested. Also at the community level, the importance of social activity and leisure program for the adolescent and group program for improvement social skills were suggested.
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    This study was designed to investigate the determinants of addictive usage of on-line game in order to provide effective intervention strategies. For this purpose, a hypothetical model which investigates the effect of psychological, socio-environment...

    This study was designed to investigate the determinants of addictive usage of on-line game in order to provide effective intervention strategies.
    For this purpose, a hypothetical model which investigates the effect of psychological, socio-environmental, and fulfilling factor on addictive usage of on-line game was developed. Using the data collected from 606 middle school students, the hypothetical model was tested. For data analysis, multiple regression analysis was used.
    As a result of analyzing data, adolescent's addictive usage of on-line game was found to be determined by the different factors: the addictive usage of on-line game was determined by 2 psychological factor (impulsivity, self-control), by 2 socio-environmental factor(class maladaptation, isolation from friends), and by 3 fulfilling factor(feeling of belongingness, feeling of achievement, interest).
    When added 3 interaction terms to the hypothetical model, only one interaction effect was found to be significant: Interaction between isolation from friends and feeling of belongingness had significant effect on the addictive usage of on-line game.
    Based on the findings, the intervention strategies to monitor adolescent's addictive usage of on-line game on the part of parents, to provide education program at school were suggested. Also at the community level, the importance of social activity and leisure program for the adolescent and group program for improvement social skills were suggested.

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    목차 (Table of Contents)

    • 목차
    • Abstract
    • I. 서론 = 1
    • 1. 문제제기 = 1
    • 2. 연구문제 = 4
    • 목차
    • Abstract
    • I. 서론 = 1
    • 1. 문제제기 = 1
    • 2. 연구문제 = 4
    • II. 이론적 배경 = 5
    • 1. 온라인게임 중독 = 5
    • 1) 게임중독의 심각성 = 5
    • 2) 게임중독의 개념 = 7
    • 3) 다른 중독과의 차이 = 9
    • 2. 온라인게임 중독의 원인 = 12
    • 1) 개인의 심리·내적 요인 = 13
    • (1) 충동성 = 14
    • (2) 자기통제력 = 14
    • (3) 우울 = 15
    • 2) 개인의 사회·환경 요인 = 16
    • (1) 친구로부터의 소외 = 16
    • (2) 부모의 간섭 및 강요 = 17
    • (3) 학업 부적응 = 18
    • 3) 게임에 의한 충족요인 = 19
    • (1) 소속감 = 19
    • (2) 성취감 = 20
    • (3) 재미 = 20
    • 4) 상호작용 요인 = 22
    • 3. 연구목적 = 23
    • III. 연구모형 및 연구가설 = 24
    • 1. 연구모형 = 24
    • 2. 연구가설 = 25
    • IV. 연구방법 = 26
    • 1. 조사대상 = 26
    • 2. 측정도구 = 29
    • 3. 자료 분석방법 = 33
    • V. 분석결과 = 34
    • 1. 온라인게임 사용실태 = 34
    • 2. 온라인게임 중독정도 = 47
    • 3. 온라인게임 중독에 영향을 미치는 요인 = 49
    • 1) 심리·내적 요인 = 49
    • 2) 사회·환경 요인 = 50
    • 3) 게임에 의한 충족요인 = 51
    • 4) 게임중독에 영향을 미치는 요인들의 상대적 영향력 = 52
    • VI. 결론 및 제언 = 56
    • 참고문헌 = 65
    • 부록 = 75
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