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최재원(Jae Won Choi),강성구(Sung Goo Kang),강경두(Kyoung Doo Kang),정혜연(Hye Yeon Jung),천명업(Myung Up Chun) 한국사회체육학회 2011 한국사회체육학회지 Vol.0 No.45
The purpose of this study is to achieve deep understanding of the motivation for juvenile`s e-sports participation with qualitative analysis. The subject of study was 322 juveniles who are already participating in more than 2 of the e-sports games categorized by Korean E-Sports Association and playing more than 3 times a week, more than 1 hour per playing. Gender distribution was 174 males and 158 females. Educational distribution was 124 middle school students and 208 high school students. The result for the participation motive was researched with open-end survey questionnaire. 692 raw data were gathered and they have been analyzed with three stages of categorization. Derived E-sports participation motive was "Arousal-seeking", "Enjoyment", "Stress release", "Escaping reality", "Virtual experience", "Interaction", "Effect of environment", "Competition", and "Addiction" of nine domains. The gender difference analysis of participation motive shows thrill-seeking for males and entertaining for females was the dominant factor for each gender. And by the education level, middle school students were mostly entertainment oriented but thrill-seeking was dominant for high-school students. The result of this research will be able to offer the most basic data to settle correct internet culture for juveniles and further, this can be utilized for the base data to prevent the recently arising issue of game addiction.