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Difference of Children’s Game-oriented Life According to Game Usage Patterns

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

The purpose of this study was to examine the difference of middle school students’ game-oriented life according to their game usage patterns. The subjects of the study was 1,861 school students included in the panel data from the survey conducted by The National Youth Policy Institute. For data analysis, SPSS WIN 21 program was used to conduct one-way ANOVA. The result shows that the frequency of game play, the number of hours they play game on weekdays and weekends and the time span of game play were related to the game-oriented life. However, this tendency was not applied to those who don't play game at all. This suggests it could be more desirable to regulate students to play game for an appropriate amount of time rather than prevent them from playing games at all, when it comes to the matter of the potential problem according to playing games.

목차
ABSTRACT
 1. 서론
 2. 연구 방법
  2.1 연구 대상
  2.2 연구 도구
  2.3 자료 분석 방법
 3. 연구 결과
  3.1 아동의 주당 게임 빈도에 따른 게임 지향적삶의 차이
  3.2 아동의 평일 게임시간에 따른 게임 지향적삶의 차이
  3.3 아동의 공휴일 게임시간에 따른 게임 지향적 삶의 차이
  3.4 아동의 게임 지속 시간에 따른 게임 지향적삶의 차이
 4. 결론
 감사의 글
 참고문헌
저자
  • 유승연(Department of Early Childhood Education, Seoil University) | Seung Yoeun Yoo Correspondence to