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NTIS 바로가기한국가정관리학회지 = Journal of Korean Home Management Association, v.34 no.3 = no.141, 2016년, pp.85 - 94
임강희 (Department of Child Development and Education, Myongji University) , 김정민 (Department of Child Development and Education, Myongji University) , 정혜경 (Department of Child Development and Education, Myongji University)
The study aims to investigate the effects of social anxiety and self-discrepancy on the internet game flow of adolescents, and to explore the moderating effect of self-discrepancy on the relationship between social anxiety and internet game flow. For this purpose, questionnaires on social anxiety, s...
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핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
청소년기란 무엇인가요? | 청소년기는 인지, 정서 및 사회적 발달을 아우르는 심리사회적 과도기로서 인터넷 게임의 과다 사용은 청소년의 건강한 성장을 저해할 위험성이 매우 높다(Y. Nam & S. | |
청소년의 인터넷 게임 몰입에 영향을 미칠 수 있는 새로운 잠재적 변인인 사회불안이란 무엇인가요? | 이들 선행 연구 결과들을 근거로 본 연구는 청소년의 인터넷 게임 몰입에 영향을 미칠수 있는 새로운 잠재적 변인으로 불안의 특정 유형들 중 하나인 사회불안(Social anxiety)에 주목하였다. 사회불안은 수행 상황 또는 사회적 상호작용 상황과 같은 하나 이상의 사회적 상황에 대해 지속적으로 현저한 두려움을 느끼는 것을 가리킨다(American Psychiatric Association, 2013). 사회불안이 높은 경우, 타인의 부정적인 평가에 대한 지나친 두려움은 불안을 야기하는 사회적 상황을 회피하도록 이끌며, 이는 결국 불안을 악화시키는 결과를 가져옴으로써 이러한 회피 행동 양식은 강화된다(K. | |
인터넷 게임의 특성은 무엇인가요? | 5%로 증가 양상을 보이고 있다(Korea Creative Content Agency, 2014). 인터넷 게임은 매체의 특성상 시공간의 제한으로부터 자유로울 뿐아니라 접근성이 용이하므로 비용 대비 효율성이 높아 이용자들의 몰입을 부추기는 환경을 제공한다(Y. Park & J. |
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