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      게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로 = The Influence of Players’ Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness

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      https://www.riss.kr/link?id=A104128439

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      다국어 초록 (Multilingual Abstract)

      The current study explores a possible mechanism through which game users’ integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness...

      The current study explores a possible mechanism through which game users’ integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding and bridging social capital increased life satisfaction.
      The importance of perspectives as well as their implications for game users and further associated research is explored.

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      참고문헌 (Reference)

      1 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임" 한국콘텐츠학회 13 (13): 48-61, 2013

      2 이혜림, "디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개념과 아바타를 중심으로" 한국영상문화학회 23 (23): 409-459, 2013

      3 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로" (사)한국컴퓨터게임학회 26 (26): 61-69, 2013

      4 함형범, "게임만족도 분포의 정규화에 관한 시뮬레이션" 한국멀티미디어학회 10 (10): 1185-1196, 2007

      5 이혜림, "게임 이용자의 사회적 자본과 자기 효능감이 게임 과몰입에 미치는 영향에 관한 연구" (사)한국컴퓨터게임학회 27 (27): 229-236, 2014

      6 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로" (사)한국컴퓨터게임학회 26 (26): 87-97, 2013

      7 C. A. Steinkuehler, "Where Everybody Knows Your(Screen)Name : Online Games as"Third Places" 11 (11): 885-909, 2006

      8 D. Kahneman, "Well-Being: The Foundations of Hedonic Psychology" Russell Sage Found 1999

      9 G. Chen, "Validation of a New General Self-Efficacy Scale" 4 (4): 62-83, 2001

      10 A. S. Waterman, "Two Conceptions of Happiness:Contrasts of Personal Expressiveness (Eudaimonia) and Hedonic Enjoyment" 64 (64): 678-691, 1993

      1 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임" 한국콘텐츠학회 13 (13): 48-61, 2013

      2 이혜림, "디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개념과 아바타를 중심으로" 한국영상문화학회 23 (23): 409-459, 2013

      3 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로" (사)한국컴퓨터게임학회 26 (26): 61-69, 2013

      4 함형범, "게임만족도 분포의 정규화에 관한 시뮬레이션" 한국멀티미디어학회 10 (10): 1185-1196, 2007

      5 이혜림, "게임 이용자의 사회적 자본과 자기 효능감이 게임 과몰입에 미치는 영향에 관한 연구" (사)한국컴퓨터게임학회 27 (27): 229-236, 2014

      6 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로" (사)한국컴퓨터게임학회 26 (26): 87-97, 2013

      7 C. A. Steinkuehler, "Where Everybody Knows Your(Screen)Name : Online Games as"Third Places" 11 (11): 885-909, 2006

      8 D. Kahneman, "Well-Being: The Foundations of Hedonic Psychology" Russell Sage Found 1999

      9 G. Chen, "Validation of a New General Self-Efficacy Scale" 4 (4): 62-83, 2001

      10 A. S. Waterman, "Two Conceptions of Happiness:Contrasts of Personal Expressiveness (Eudaimonia) and Hedonic Enjoyment" 64 (64): 678-691, 1993

      11 C. D. Ryff, "The Structure of Psychological Well-Being Revisited" 69 (69): 719-727, 1995

      12 M. Granovetter, "The Strength of Weak Ties : A Network Theory Revisited" 1 (1): 201-233, 1983

      13 M. C. Murphy, "The Simple Desire Fulfillment Theory" 33 (33): 247-272, 1999

      14 E. Diener, "The Satisfaction With Life Scale" 49 (49): 71-75, 1985

      15 S. Trepte, "The Pleasures of Success : Game-Related Efficacy Experiences as a Mediator between Player Performance and Game Enjoyment" 14 (14): 555-557, 2011

      16 R. M. Ryan, "The Motivational Pull of Video Games : A Self-Determination Theory Approach" 30 (30): 344-360, 2006

      17 E. Diener, "Subjective Well-Being : Three Decades of Progress" 125 (125): 276-302, 1999

      18 E. Diener, "Subjective Well-Being : A General Overview" 39 (39): 391-406, 2009

      19 M. Rosenberg, "Society and the Adolescent Self-Image" Princeton University Press 1965

      20 H. Cole, "Social Interactions in Massively Multiplayer Online Role Playing Gamers" 10 (10): 575-583, 2007

      21 E. A. Locke, "Self-Esteem and Work" 11 : 1-32, 1996

      22 D. H. Schunk, "Self-Efficacy and Education and Instruction" 1995

      23 M. E. Gist, "Self-Efficacy : A Theoretical Analysis of Its Determinants and Malleability" 17 (17): 183-211, 1992

      24 R. M. Ryan, "Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being" 55 (55): 68-78, 2000

      25 S. Cohen, "Positive Events and Social Supports as Buffers of Life Change Stress" 13 : 99-125, 1983

      26 C. Klimmt, "Playing video games: Motives, responses, and consequences" Lawrence Erlbaum Associates Publishers 133-145, 2006

      27 L. S. Ruehlman, "Personal Goals and Interpersonal Support and Hindrance as Factors in Psychological Distress and Well-Being" 55 (55): 293-301, 1988

      28 C. K. J. Wang, "Passion and Intrinsic Motivation in Digital Gaming" 11 (11): 39-45, 2008

      29 C. L. M. Keyes, "Optimizing Well-Being : The Empirical Encounter of Two Traditions" 82 (82): 1007-1022, 2002

      30 A. Bandura, "On the Functional Properties of Perceived Self-Efficacy Revisited" 38 (38): 9-44, 2012

      31 D. Williams, "On and Off the’Net: Scales for Social Capital in an Online Era" 11 (11): 593-628, 2006

      32 R. M. Ryan, "On Happiness and Human Potentials : A Review of Research on Hedonic and Eudaimonic Well-Being" 52 : 141-166, 2001

      33 Aristotle, "Nicomachean Ethics" Oxford University Press 1931

      34 J. R. Robinson, "Measures of Personality and Social Psychological Attitudes: Measures of Social Psychological Attitudes" Academic Press, Inc 1991

      35 R. W. Lent, "Longitudinal Relations of Self-Efficacy to Outcome Expectations, Interests, and Major Choice Goals in Engineering Students" 73 (73): 328-335, 2008

      36 E. Agyar, "Life Satisfaction, Perceived Freedom in Leisure and Self-esteem : The Case of Physical Education and Sport Students" 93 : 2186-2193, 2013

      37 D. B. Kandel, "Homophily, Selection, and Socialization in Adolescent Friendships" 84 (84): 427-436, 1978

      38 C. D. Ryff, "Happiness is Everything, or is It? Explorations on the Meaning of Psychological Well-Being" 57 (57): 1069-1081, 1989

      39 A. Luszczynska, "General Self-Efficacy in Various Domains of Human Functioning : Evidence from Five Countries" 40 (40): 80-89, 2005

      40 D. Pavlas, "Game-Based Learning: The Impact of Flow State and Videogame Self-Efficacy" 54 (54): 2398-2402, 2010

      41 D. Williams, "From Tree House to Barracks the Social Life of Guilds in World of Warcraft" 1 (1): 338-361, 2006

      42 J. L. D. Neys, "Exploring Persistence in Gaming : The Role of Self-Deterination and Social Identity" 37 : 196-209, 2014

      43 H. R. Lee, "Exploring Aggression in Gaming Context:The Role of Therapeutic Catharsis Seeking, Game Self- Efficacy, and Big 5 Personality" 1-6, 2015

      44 H. R. Lee, "Do Playing Games and Game Self-Efficacy Decrease User Aggression?" 71-, 2014

      45 D. R. Compeau, "Computer Self-Efficacy : Development of a Measure and Initial Test" 19 (19): 189-211, 1995

      46 J. S. Beck, "Cognitive Therapy" John Wiley &Sons, Inc 1995

      47 R. D. Liu, "Children's Internet Information Seeking, Life Satisfaction, and Loneliness : The Mediating and Moderating Role of Self-Esteem" 68 : 21-28, 2013

      48 D. K. Mroczek, "Change in Life Satisfaction during Adulthood : Findings from the Veterans Affairs Normative Aging Study" 88 (88): 189-201, 2005

      49 T. Kobayashi, "Bridging Social Capital in Online Communities : Heterogeneity and Social Tolerance of Online Game Players in Japan" 36 (36): 546-569, 2010

      50 E. J. Jeong, "Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence" 3538-3547, 2015

      51 R. D. Putnam, "Bowling alone : America's declining social capital" 6 (6): 65-78, 1995

      52 J. M. Smyth, "Beyond Self-Selection in Video Game Play : An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play" 10 (10): 717-721, 2007

      53 H. R. Lee, "Associations between Game Users and Life Satisfaction: The Role of Self-Esteem, Self-Efficacy and Social Capital" 2257-2261, 2015

      54 S. T. Charles, "Age-Related Differences and Change in Positive and Negative Affect over 23 Years" 80 (80): 136-151, 2001

      55 Y. L. Lin, "A Study on the Goal Value for Massively Multiplayer Online Role-Playing Games Players" 27 (27): 2153-2160, 2011

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      연월일 이력구분 이력상세 등재구분
      2026 평가예정 재인증평가 신청대상 (재인증)
      2020-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2017-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2013-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2010-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2005-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2004-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2002-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.61 0.61 0.56
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.49 0.44 0.695 0.15
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