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    A Study on the Relationship between MMORPG and On/off-line Socialization of International Students: Applying the Social Tactics Theory

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    https://www.riss.kr/link?id=A104359076

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    This study examined the relationship between MMORPG (massively multiplayer online role-playing game) playing and the socialization of international students in the context of socialization tactics theory. A total of 246 Chinese students from 10 universities in South Korea participated in the online survey. The results of this study revealed that games providing an institutional gaming environment can improve gamers’ online socialization. This finding implies that MMORPG can be used to improve international students’ on/off-line socialization.
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    This study examined the relationship between MMORPG (massively multiplayer online role-playing game) playing and the socialization of international students in the context of socialization tactics theory. A total of 246 Chinese students from 10 univer...

    This study examined the relationship between MMORPG (massively multiplayer online role-playing game) playing and the socialization of international students in the context of socialization tactics theory. A total of 246 Chinese students from 10 universities in South Korea participated in the online survey. The results of this study revealed that games providing an institutional gaming environment can improve gamers’ online socialization. This finding implies that MMORPG can be used to improve international students’ on/off-line socialization.

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    참고문헌 (Reference)

    1 이은경, "게임형태의 가정학습과제가 초등학생의 사회과 과제흥미도와 학업성취도에 미치는 영향" 한국교육정보미디어학회 14 (14): 31-49, 2008

    2 Van Maanen, J., "Towards a theory of organizational socialization" 1 : 209-264, 1979

    3 Hussain, Z., "The Attitudes, feelings, and experiences of online gamers: A qualitative analysis" 12 (12): 747-753, 2009

    4 Jones, J., "Socialization tactics, socialization, self-efficacy and newcomers’ adjustments to organizations" 29 (29): 262-279, 1986

    5 Ashforth, B., "Socialization tactics, proactive behavior and newcomer learning: Integrating socialization models" 70 : 447-462, 2007

    6 Cole, H., "Social interaction in massively multiplayer online role-playing games" 10 (10): 575-582, 2007

    7 Ang, C., "Social interaction in game communities and second language learning" 2005

    8 Wack, E., "Relationships between electronic game play, obesity, and psychosocial functioning in young men" 12 (12): 241-244, 2009

    9 Taylor, T., "Play between worlds: Exploring online game culture" MIT Press 2006

    10 Gruman, J. A., "Organizational socialization tactics and newcomer proactive behaviors: An integrative study" 69 : 90-104, 2006

    1 이은경, "게임형태의 가정학습과제가 초등학생의 사회과 과제흥미도와 학업성취도에 미치는 영향" 한국교육정보미디어학회 14 (14): 31-49, 2008

    2 Van Maanen, J., "Towards a theory of organizational socialization" 1 : 209-264, 1979

    3 Hussain, Z., "The Attitudes, feelings, and experiences of online gamers: A qualitative analysis" 12 (12): 747-753, 2009

    4 Jones, J., "Socialization tactics, socialization, self-efficacy and newcomers’ adjustments to organizations" 29 (29): 262-279, 1986

    5 Ashforth, B., "Socialization tactics, proactive behavior and newcomer learning: Integrating socialization models" 70 : 447-462, 2007

    6 Cole, H., "Social interaction in massively multiplayer online role-playing games" 10 (10): 575-582, 2007

    7 Ang, C., "Social interaction in game communities and second language learning" 2005

    8 Wack, E., "Relationships between electronic game play, obesity, and psychosocial functioning in young men" 12 (12): 241-244, 2009

    9 Taylor, T., "Play between worlds: Exploring online game culture" MIT Press 2006

    10 Gruman, J. A., "Organizational socialization tactics and newcomer proactive behaviors: An integrative study" 69 : 90-104, 2006

    11 Kim, B., "Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning" 52 : 800-810, 2009

    12 Paraskeva, F., "Multiplayer online games as educational tools: Facing new challenges in learning" 54 : 498-505, 2010

    13 Meadows, M., "I, avatar: The consequences of having a Second Life" 2008

    14 Kim, S., "Effect of organization socialization tactics and newcomers’ proactivity on socialization outcomes" 12 (12): 175-212, 2004

    15 Griffiths, M., "Demographic factors and playing variables in online gaming" 7 : 487-497, 2004

    16 Choi, B., "Collaborate and share: An experimental study of the effects of task and reward interdependencies in Online games" 10 (10): 591-595, 2007

    17 Ng, B., "Addiction to the Internet and online gaming" 8 (8): 110-113, 2005

    18 Lo, Y., "A fuzzy-AHP-based technique for the decision of design feature selection in Massively Multiplayer Online Role-Playing Game development" 37 : 8685-8693, 2010

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    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2027 평가 재인증평가 신청대상 (재인증)
    2021-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2018-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2015-08-19 학술지명변경 한글명 : 정보와 사회 -> 정보사회와 미디어
    외국어명 : Korea Journal of Information Society -> Information Society & Media
    KCI등재
    2015-01-01 등재 등재학술지 선정 (계속평가) KCI등재
    2013-01-01 등재 등재후보학술지 유지 (등재후보1차) KCI등재후보
    2012-01-01 등재 등재후보학술지 유지 (등재후보1차) KCI등재후보
    2011-01-01 등재 등재후보학술지 유지 (등재후보1차) KCI등재후보
    2009-01-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
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    학술지 인용정보

    학술지 인용정보
    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 0.76 0.76 1
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    0.79 0.93 1.391 0.18
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