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KERD
논문KCI 등재

국내 게임중독 담론의 역사

History of Game Addiction Discourse in Korea

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참고문헌

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초록

The purpose of this study is revealing how ‘GAME ADDCTION’ becomes a discourse. With this study we can find that ‘GAME ADDICTION’ is tool for restricting ‘ABNORMAL’. In conclusion , ‘GAME ADDICTION’ was born in Korea at 1990, and become a discourse with ‘STARCRAFT sensation’ and ‘PCbang’. Social organizations used game addiction discourse from 1999 to 2004. And psychiatry started ruling game addiction discourse from 2005. Now psychiatry is using game addiction to expand their power into home. These processes resembles Foucault,M.’s “LES ANORMAUX”. And many things prove that psychiatry acts just like what that did at Foucault’s 19c. We have to aware what is going on in Korea about game addiction and need to study on psychiatry’s actions.

Abstract

The purpose of this study is revealing how ‘GAME ADDCTION’ becomes a discourse. With this study we can find that ‘GAME ADDICTION’ is tool for restricting ‘ABNORMAL’. In conclusion , ‘GAME ADDICTION’ was born in Korea at 1990, and become a discourse with ‘STARCRAFT sensation’ and ‘PCbang’. Social organizations used game addiction discourse from 1999 to 2004. And psychiatry started ruling game addiction discourse from 2005. Now psychiatry is using game addiction to expand their power into home. These processes resembles Foucault,M.’s “LES ANORMAUX”. And many things prove that psychiatry acts just like what that did at Foucault’s 19c. We have to aware what is going on in Korea about game addiction and need to study on psychiatry’s actions.

참고문헌 (17)

  1. Sung Gi, Hwang, "A Study on the Unconstitutionality of Online Game Shutdown", Hallym Univ. Law Lab, THE JOURNAL OF HALLYM LAW FORUM, 16, pp.139~156 (2005)
  2. 박창석, "온라인게임 셧다운제의 위헌성여부에 대한 검토", 한양법학, 37(37), pp.11~28 (2012), 한양법학회
  3. "Game Shutdown regulation, Game phobia, panopticon society"[URL]
  4. Young, K. S, "Internet Addiction : The Emergence of a New Clinical Disorder", Cyber Psychology & Behavior, 1(3), pp.237~244 (1998)
  5. 장재홍, "인터넷 중독에 관한 국내·외 연구동향과 향후 연구에 대한 제언: 1996년부터 2007년까지 학술지 게재논문을 중심으로", 미래청소년학회지, 6(4), pp.157~183 (2009), 미래를 여는 청소년학회
  6. Man Chull, Kang, "Development of Korean Internet Addiction Scales", The Korea Journal of Youth Counseling, pp.114~135 (2001), KYCI
  7. Holden, C, "Behavioral’ Addictions : Do They Exist?", SCIENCE, pp.980~982 (2001)
  8. HyeYoung, Kim, "Michel Foucault's archeology and genealogy, and history of others : Political implications of the inseparability thesis, power - history", pp.2006
  9. Hallward, P, "The limits of individuation, or how to distinguish Deleuze and Foucault", Angelaki, 5(2), pp.93~111 (2000)
  10. 정형원, "온라인 게임에 있어서 과몰입의탐색적 요인에 관한 연구", 한국컴퓨터게임학회논문지, 25(3), pp.129~137 (2012), (사)한국컴퓨터게임학회
  11. 신용철, "교육용게임의 몰입요인에 관한 연구", 한국컴퓨터게임학회논문지, 25(4), pp.157~168 (2012), (사)한국컴퓨터게임학회
  12. 임규혁, "자기효능감이 온라인 게임몰입에 미치는 영향 - 자기통제능력의 조절변수를 중심으로 -", 한국컴퓨터게임학회논문지, (21), pp.131~141 (2010), (사)한국컴퓨터게임학회
  13. Foucault, M, "Histoire de la folie a l'age classique" (2003), Nanam
  14. Eribon, D, "Michel Foucault" (1995), Vision and Language
  15. Jin Kyung, Lee, "Michel Foucalt and Discourse thoery : Escape from Image", Escape of Philosopy, pp.197~244 (1995)
  16. Foucault, M., "L’Archeologie du Savoir" (2000), MinUm
  17. Foucault, M., "LES ANORMAUX: Coursau College de France" (2001), DongMunSun

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