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    인터넷 게임중독이 청소년의 자아정체감에 미치는 영향 = (A) Study on Ego-identity with Internet Game Addiction for Young Generation

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    https://www.riss.kr/link?id=T8998479

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Recently, it is well known that Internet game plays a great role in emotion formation of the growing generation. This thesis deals first with how much the different factors, such as grade, Internet usage period, gaming time per week, kind of game, act upon game addiction for the young generation, and examines then closely the inter-relationship between these factors and the Ego-identity.
    To do this, a question survey has been done for 261 students engaged in junior and high school. The analysis results show that firstly the game addiction becomes much serious in the cases of longer gaming time per week, longer Internet game usage period, and role playing games in MUG & MUG environment which can reward promptly among the multi-party game players. Secondly, in increasing of the grade, the Ego-identity is relatively high, but the game poisoning is low. Finally, the Internet game addiction evenly affects for all ages in the growing generation, irrelevance with the grade and the school record.
    As a result, Internet game players in young generation suffer the game addiction, which has an influence on the Ego-Identity, regardless of their grade and school record. It is expected that the research results may provide a useful basement for establishing the curative program of Internet game addicted young generation.
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    Recently, it is well known that Internet game plays a great role in emotion formation of the growing generation. This thesis deals first with how much the different factors, such as grade, Internet usage period, gaming time per week, kind of game, act...

    Recently, it is well known that Internet game plays a great role in emotion formation of the growing generation. This thesis deals first with how much the different factors, such as grade, Internet usage period, gaming time per week, kind of game, act upon game addiction for the young generation, and examines then closely the inter-relationship between these factors and the Ego-identity.
    To do this, a question survey has been done for 261 students engaged in junior and high school. The analysis results show that firstly the game addiction becomes much serious in the cases of longer gaming time per week, longer Internet game usage period, and role playing games in MUG & MUG environment which can reward promptly among the multi-party game players. Secondly, in increasing of the grade, the Ego-identity is relatively high, but the game poisoning is low. Finally, the Internet game addiction evenly affects for all ages in the growing generation, irrelevance with the grade and the school record.
    As a result, Internet game players in young generation suffer the game addiction, which has an influence on the Ego-Identity, regardless of their grade and school record. It is expected that the research results may provide a useful basement for establishing the curative program of Internet game addicted young generation.

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    목차 (Table of Contents)

    • 목차 = i
    • Abstract = iii
    • 제1장 서론 = 1
    • 제2장 이론적 배경 = 4
    • 1. 인터넷 중독 = 4
    • 목차 = i
    • Abstract = iii
    • 제1장 서론 = 1
    • 제2장 이론적 배경 = 4
    • 1. 인터넷 중독 = 4
    • 2. 게임 중독 = 12
    • 3. 자아정체감 = 17
    • 4. 연구문제 = 20
    • 제3장 분석 방법 = 22
    • 1. 연구대상 및 연구방법 = 22
    • 2. 평가도구 = 24
    • 제4장 자아정체감에 미치는 영향 분석 = 27
    • 1. 연구대상자의 일반적인 분석 = 27
    • 2. 중독에 대한 분석 결과 = 30
    • 3. 자아정체감에 대한 분석결과 = 34
    • 4. 게임중독에 따른 자아정체감의 차이 = 39
    • 5. 자아정체감에 영향을 미치는 변인 = 41
    • 6. 연구 결과 및 논의 = 42
    • 제5장 결론 = 47
    • 1. 연구의 의의 = 47
    • 2. 연구의 제한점 및 향후 연구방향 = 48
    • 참고문헌 = 50
    • 설문지 = 56
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