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게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구
The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study 원문보기

감성과학 = Science of emotion & sensibility, v.23 no.4, 2020년, pp.41 - 60  

이은하 (고려대학교 지혜과학연구센터) ,  강진원 (고려대학교 심리학과) ,  김제홍 (고려대학교 심리학과) ,  안주희 (고려대학교 심리학과) ,  강귀영 (고려대학교 심리학과) ,  김준우 (고려대학교 심리학과) ,  이솔빈 (고려대학교 심리학과) ,  조성학 (고려대학교 심리학과) ,  남기춘 (고려대학교 심리학과)

초록
AI-Helper 아이콘AI-Helper

본 연구에서는 2008년 1월부터 2019년 10월까지 보고된 국내외 출간·비출간 연구를 대상으로 오락용 게임이 일반 사용자의 공격성, 사회성 및 정서에 미치는 영향에 대한 다변량 메타분석을 시행했다. 총 22개 관련 연구(효과 크기 수 = 54개, 참여자 수 = 8031명)에 대한 메타분석 결과에 따르면, 게임의 폭력성 또는 폭력적 게임의 이용이 사용자의 정서기능에 미치는 영향은 크지 않았다. 진실험연구 분석 결과에서만 게임의 폭력성 또는 폭력적 게임의 이용이 사용자의 공격적 인지와 친사회적 행동에 약한 수준의 부정적 영향을 미치는 것으로 나타났다. 뿐만 아니라 공격적 행동과 부정적 감정(예를 들면 불안, 우울 등)에 미치는 영향은 진실험, 준실험 및 상관회귀 연구 모두 통계적으로 유의미하지 않았다. 조절변수에 대한 메타분석 결과, 게임의 폭력성 또는 폭력적 게임 이용의 효과는 아동보다 청장년에게서, 남녀의 비율이 균등하게 통제된 연구보다 남성의 비율이 더 높은 연구에서, 그리고 방법론적 질이 높은 연구보다 방법론적 질이 낮은 연구에서 더 크게 나타났다. 본 연구의 결과는 게임의 폭력성 또는 폭력적 게임 이용이 사용자의 공격성에 미치는 영향은 크지 않으며, 이 또한 사용자의 연령과 성별 그리고 연구의 방법론적 질에 따라 좌우될 수 있음을 시사한다.

Abstract AI-Helper 아이콘AI-Helper

In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate...

주제어

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