게임중독 관련 국내 연구 분석
An Analysis of Research on Game Addiction in Korea
1
조회
0
다운로드
1
인용
0
참고문헌
키워드
초록
Objectives: The purpose of this study was to analyze the trend of game addiction research on 480 studies, the master’s and doctor’s dissertations in Korea and to propose a direction of the game addiction study. Methods: The material used for this study were 480 studies collected from RISS database. The analytic frame of this study is research design, research subject, intervention type and research variables. Results: Regarding research design, corre- lation study was the most used and survey study, quasi-experimental study in this order. In the research subject, middle·high school students were the most used. In the intervention type, treatment was the most used. In the research variables, aggression and self control were the most used. Conclusions: These findings suggest a need to develop appropriate program to prevent game addiction and to apply subjects with game addiction.
Abstract
Objectives: The purpose of this study was to analyze the trend of game addiction research on 480 studies, the master’s and doctor’s dissertations in Korea and to propose a direction of the game addiction study. Methods: The material used for this study were 480 studies collected from RISS database. The analytic frame of this study is research design, research subject, intervention type and research variables. Results: Regarding research design, corre- lation study was the most used and survey study, quasi-experimental study in this order. In the research subject, middle·high school students were the most used. In the intervention type, treatment was the most used. In the research variables, aggression and self control were the most used. Conclusions: These findings suggest a need to develop appropriate program to prevent game addiction and to apply subjects with game addiction.
참고문헌 (30)
- Korea Creative Content Agency, "Contents industry 2018 settlement and forecast for 2019", Korea Creative Content Agency, ~ (2019)
- "2019 Global e-sports market report" (2019)[URL]
- 2019 Game users’ survey report, "Korea Creative Content Agency", Korea Creative Content Agency, ~ (2020)
- World Health Organization, "ICD-11 for mortality and morbidity statistics", World Health Organization, ~ (2019)
- 한성희, "게임이용동기가 온라인게임 과몰입행동에 미치는 영향:게임애착과 정서대처양식의 매개효과를 중심으로", 소비문화연구, 23(4), pp.1~38 (2020), 한국소비문화학회[DOI]
- 김춘경, "성별에 따른 학교 밖 청소년의 우울, 적응유연성,게임 중독경향 간 구조분석", 정서·행동장애연구, 35(4), pp.245~263 (2019), 한국정서행동장애학회[DOI]
- Lee SM, "Stigma effect of game addiction among Korean internet gamer : the mediating effects of self-esteem", pp.2020
- Hwang JH, "Causes of gaming addiction in adolescence revisited : Focusing on the moderating effect of perceived game-efficacy", pp.2021
- Xin XU, "A study on the third-person effect of the gaming disorder(ICD-11)and internet game regulations : focus on 20’s Chinese", pp.2020
- Cecilia Cheng, "Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries", Computers in Human Behavior, 88, pp.153~167 (2018), Elsevier BV[DOI]
- Robert S. Tokunaga, "A meta-analysis of the relationships between psychosocial problems and internet habits: Synthesizing internet addiction, problematic internet use, and deficient self-regulation research", Communication Monographs, 84(4), pp.423~446 (2017), Informa UK Limited[DOI]
- Daniel L. King, "The cognitive psychology of Internet gaming disorder", Clinical Psychology Review, 34(4), pp.298~308 (2014), Elsevier BV[DOI]
- Devin J. Mills, "Self-determination theory, internet gaming disorder, and the mediating role of self-control", Computers in Human Behavior, 105, pp.106209~ (2020), Elsevier BV[DOI]
- 임숙빈, "중독(Addiction) 관련 국내 간호연구의 분석", 정신간호학회지, 16(1), pp.14~22 (2007), 한국정신간호학회
- Kim SY, "The study and effects of the group art cognitive behavioral program for children addicted to computer games: focusing on fifth grade students of elementary school", pp.2008
- Lee YJ, "Impact of group art therapy to improve self-esteem on children’s game addiction and stress", pp.2013
- Lee JM, "A study on the effectiveness of group program for the prevention of the youth’s internet-game addiction : focusing on a theory of reality therapy", pp.2007
- Bang SA, "An effect of music therapy program on self efficacy of juveniles with internet addiction", pp.2011
- Hong SH, "Effects of a biofeedback cognitive behavior program on internet game addiction among male college students", pp.2015
- Shin PR, "The effect of internet game addiction prevention program on game addiction, ego-resilience and school life adjustment of multicultural children", pp.2016
- Lee MS, "A study of the development of self-control improvement program for elementary school students with the potential addiction to internet games", pp.2009
- Seo JB, "Development of game addiction remedy program based on EPL for elementary students", pp.2010
- Choi SH, "The development and application of STEAM program for alleviating symptoms of online game addiction", pp.2015
- Kim KH, "Cognitive-behavioral group counseling on middle schoolers’internet game addiction", pp.2003
- Seo JS, "The effects of a REBT group counseling on the relieving internet game addiction, self-esteem and interpersonal relationships of elementary school students", pp.2006
- An YH, "Biblical counseling for elementary school students addicted to internet games", pp.2007
- Han GE, "Biblical counseling for the online game addicted adolescent", pp.2011
- Lee JJ, "The relations among conflict resolution strategy, internet addiction propensity, and school adjustment of middle school students by participating in family sports leisure activity", pp.2011
- Chong HE, "The effect of sports activities on internet game addicted students", pp.2013
- Ryou B, "The effect of youth club activities on internet game addiction level", pp.2012
