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청소년 게임이용자의 게임 이용형태 및 심리특성이 리더십에 미치는 영향 KCI 등재

The Effect of adolescent game players Game using pattern, psychology factor on Leadership

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

There are general surveys on factors related to Leadership. However, less is known about the relationships between Leadership, game using pattern, psychology factor. This study sought to clarify several of these relationships. Using data from a survey of 1800 adolescent game users in South Korea, we conducted a structure equation modeling to explore the association between psychological factor(Extraversion, Social Intelligence, Self Esteem, Self Control), game using pattern(Game Time, Online Community, Game Norm, Game Efficacy, Game Leadership) and demographic variables(Age and Gender). Results showed that Extraversion, Social Intelligence, Self Esteem, Self Control(psychological factor), Game Leadership(game using pattern) Use increase Leadership. while Game Time(psychological factor) decrease Leadership. And Game Time, Online Community, Game Norm, Game Efficacy(game using pattern), Social Intelligence(psychological factor) Use increase Game Leadership. The implications of these results are discussed.

목차
ABSTRACT
  1. 서론
  2. 게임이용과 (게임)리더십
  3. 연구대상 및 설문문항
  4. 분석결과
  5. 연구결론과 함의
  참고문헌
저자
  • 김주우(Department of Digital Culture & Contents, Konkuk University) | Joo Woo Kim
  • 이대영(Department of Digital Culture & Contents, Konkuk University) | Dae Young Lee
  • 김민철(Department of Digital Culture & Contents, Konkuk University) | Min Chul Kim
  • 정의준(Department of Digital Culture & Contents, Konkuk University) | Eui Jun Jeong Correspondence to