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청소년의 공격성 및 우울과 게임이용간의 관계에서 통제의 매개모형 검증

Mediating Effect of Control in the relationship of Aggression/ Depression and Game Use of Adolescents

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초록

This study was to investigate whether the Control(self-control and parent monitoring) mediates therelationship between aggression /depression and internet game use of adolescents. Research participantswere 2259 middle school students(male 1140, female 1119) from the first and second data sets in KoreaChild and Youth Panel Survey(KCYPS). Correlation analysis and structural equation analysis wereconducted by using SPSS 18.0 and AMOS 18.0. We developed three models, in which study model waspartial mediation model and two alternative models were complete mediation models. The results werethat all models were statistically suitable, but partial mediation model had more suitable fit index. Thisresult implies that Control may buffer the negative effects from aggression/depression on the game use. Based on the findings of the present study, we have some suggestions for beneficial game use ofadolescents, and find that game becomes pervasive leisure activity for adolescents.

Abstract

This study was to investigate whether the Control(self-control and parent monitoring) mediates therelationship between aggression /depression and internet game use of adolescents. Research participantswere 2259 middle school students(male 1140, female 1119) from the first and second data sets in KoreaChild and Youth Panel Survey(KCYPS). Correlation analysis and structural equation analysis wereconducted by using SPSS 18.0 and AMOS 18.0. We developed three models, in which study model waspartial mediation model and two alternative models were complete mediation models. The results werethat all models were statistically suitable, but partial mediation model had more suitable fit index. Thisresult implies that Control may buffer the negative effects from aggression/depression on the game use. Based on the findings of the present study, we have some suggestions for beneficial game use ofadolescents, and find that game becomes pervasive leisure activity for adolescents.

참고문헌 (39)

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