청소년기 컴퓨터게임 사용과 초기 성인기 알코올 사용의 종단적 변화 잠재집단 간 전이 관계
The transition relationship among the latent trajectory classes of computer games usage in adolescence and alcohol use in early adulthood
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초록
본 연구는 한국교육고용패널(KEEP) 자료를 활용하여 청소년의 컴퓨터게임 사용과 이후 초기 성인기 알코올 사용 정도의 종단적 변화에 대한 다양한 잠재집단과 이들 잠재집단간 전이 관계를 파악하는데 그 목적이 있다. 이를 위해 잠재전이성장혼합모형(Latent Transition Growth Mixture Model; LT-GMM) 적용 결과, 청소년의 컴퓨터게임 사용은 3개 잠재집단(high risk, moderate, low risk)이 나타났으며 초기 성인기 알코올 사용은 4개의 잠재집단(high risk, moderate, increasing, low risk)이 나타났다. 특히 청소년기 컴퓨터게임 사용 high risk 집단의 32.1%가 초기 성인기 알코올 사용 high risk 집단으로 전이되는 것으로 나타나 청소년기 컴퓨터게임 사용의 위기 집단에 대한 적절한 선별과 개입이 강조되었다. 마지막으로, 선행연구를 바탕으로 컴퓨터게임 사용과 알코올 사용의 잠재집단 구분에 있어서 성, 자기효능감, 학업성적, 부모지지, 친구관계가 유의미한 영향을 미치는지 확인하고자 다항로지스틱 분석을 실시하였다. 그 결과 특히 남성일수록, 성적이 낮을수록, 그리고 오히려 친구관계가 좋다고 느낄수록 컴퓨터게임 사용과 알코올 사용에서 고위험 집단인 high risk-high risk 집단에 속할 가능성이 높은 것으로 나타났다. 본 연구는 청소년의 컴퓨터게임 사용과 초기 성인기 알코올 사용의 종단적 전이 과정에 대한 다양한 경로와 입체적 전이과정을 보다 자세히 이해하였다는 측면에서 의의가 있다. 이를 통해 청소년 문제의 발달과 변화를 이해하는 기초자료를 제공할 수 있을 것이라 사료된다.
Abstract
This study examined the transition relationship among the latent trajectory classes of computer games usage in adolescence and alcohol use in early adulthood. For this purpose, a latent transition growth mixture model (LT-GMM) was used. As a result of LT-GMM analysis, computer games usage showed three types of latent trajectory classes. These were (high risk, moderate, low risk), and alcohol use showed four types of latent trajectory classes; namely (high risk, moderate, increasing, low risk). In particular, it showed that 32.1% of those in the high risk group in computer games usage during adolescence appear to be likely to transition to the high risk group in alcohol use of early adulthood. Therefore, appropriate screening and adequate interventions are clearly needed for this crisis group. Subsequently, the question as to whether the personal, social-psychological factors had any significant effects on trajectory class membership in computer games usage and alcohol use was examined. The results were as follows; in terms of gender, males were found to be impacted more. It also showed that lower academic achievement, and those from groups with lower rates of friendship tended to fall into the high risk group in computer games usage and alcohol use. Through this study, it was possible to understand the longitudinal transition process of computer games usage in adolescence and alcohol use in early adulthood.
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