최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.21 no.1, 2021년, pp.113 - 124
김형지 (서울대학교 언론정보연구소)
This study distinguished game use groups by considering adaptive game use and maladaptive game use of middle school students at the same time, and analyzed the difference in lack of self-control, peer-support, and game usage by group. To this end, the data of 287 middle school students was analyzed ...
M. W. Stevens, D. Dorstyn, P. H. Delfabbro, and D. L. King, "Global prevalence of gaming disorder: A systematic review and meta-analysis", Australian & New Zealand Journal of Psychiatry, 0004867420962851, 2020.
M. Csikszentmihalyi, "Beyond boredom and anxiety", second printing, Jossey-Bass, 1997.
M. Csikszentmihalyi and M. E. Seligman, "Positive psychology: An introduction", American Psychologist, Vol.55, No.1, pp.5-14, 2000.
R. Al-Azawi, F. Al-Faliti and M. Al-Blushi, "Educational gamification vs. game based learning: Comparative study", International Journal of Innovation, Management and Technology, Vol.7, No.4, pp.132-136, 2016.
https://www.news1.kr/articles/?4171705
Seung-Ok Kim and Kyung-Ok Lee, "Conceptual understanding about the internet of game addiction and overindulgence of children", Journal of Children's Media & Education, Vol.6 No.2, pp.63-83, 2007.
Kwang Woong Kim and Jung Min Boo, "The relationship between flow state, addiction orientation in oline games and personl psychological factors-with focuses on self-esteem, self-control, depression, aggressiveness and tendency in sensation seeking", The Korea Journal of Counseling, Vol. 7, No. 4, pp.1169-1187, 2006.
Jun Ho Seo and Hee Kyung Lee, "The relation between game flow and game addiction: Moderating effect of basic psychological needs", Korean Journal of Youth Studies, Vol.19, No.11, pp.23-44, 2012.
R. L. Solomon and J. D. Corbit, "An opponent-process theory of motivation", The American Economic Review, pp.12-24, 1978.
K. S. Young, "Internet addiction: The emergence of a new clinical disorder", Cyberpsychology & behavior, Vol.1, No.3, pp.237-244, 1998.
I. Goldberg, "Internet addiction disorder", 1996.
H. J. Shaffer, D. A. LaPlante, R. A. LaBrie, R. C. Kidman, A. N. Donato and M. V. Stanton, "Toward a syndrome model of addiction: Multiple expressions, common etiology", Harvard Review of Psychiatry, Vol.12, No.6, pp.367-374, 2004.
R. A. Davis, "A cognitive-behavioral model of pathological Internet use", Computers in Human Behavior, Vol.17, No.2, pp. 187-195, 2001.
W. Glasser, "Positive addiction', 1976.
J. McGonigal, "Reality is broken: Why games make us better and how they can change the world", Penguin, 2011.
https://www.kocca.kr/knowledge/research/_icsFiles/afieldfile/2010/08/18/uXS53sbDSI3a.pdf
KOCCA, "2019 Game user panel study pilot survey", Korea Creative Content Agency Reports, 2020.
Sang-Khee Lee, "Positive addiction of computer (on-line) games", Journal of Cybercommunication Academic Society, No.23, pp.149-181, 2007.
M. Muraven, "Building self-control strength: Practicing self-control leads to improved self-control performance", Journal of Experimental Social Psychology, Vol.46, No.2, pp.465-468, 2010.
R. F. Baumeister and J. J. Exline, "Self-control,morality, and human strength", Journal of Social and Clinical Psychology, Vol.19, No.1, pp.29-42, 2000.
J. P. Tangney, R. F. Baumeister and A. L. Boone, "High selfcontrol predicts good adjustment, less pathology, better grades, and interpersonal success", Journal of Personality, Vol.72, No.2, pp.271-324, 2004.
M. Mehroof and M. D. Griffiths, "Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety", Cyberpsychology, Behavior, and Social Networking, Vol.13, No.3, pp.313-316, 2010.
U. Bronfenbrenner, "Contexts of child rearing: Problems and prospects", American Psychologist, Vol.34, No.10, pp.844, 1979.
Hui Gyeong Lee, "Effects of individual- and social-related factors and motives for game playing on game concentration and game addiction", Korean Journal of Youth Studies, Vol. 10, No.4, pp.355-380, 2003.
E. Collins and J. Freeman, "Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?", Computers in Human Behavior, Vol.29, No.5, pp.1933-1940, 2013.
R. LaRose, C. A. Lin and M. S. Eastin, "Unregulated internet usage: Addiction, habit, or deficient self-regulation?", Media Psychology, Vol.5, No.3, pp.225-253, 2003.
Doung-Kyu Sung and Yun-Kyoung Cho, "The Difference of using pattern according to the mobile phone user groups' characters", Korean Journal of Journalism & Communication Studies, Vol.46, No.6, pp.153-190, 2002.
Jino John, Hyoung-Jee Kim and Sung Tae Kim, "A study on the identity change of Korean journalist in the 21st century : Based on the journalist survey in 2003-2017 conducted by Korea press foundation", Korean Journal of Broadcasting and Telecommunication Studies, Vol.34, No.6, pp.401-452, 2020.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.