최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국언론학보 = Korean journal of journalism & communication studies, v.67 no.1, 2023년, pp.5 - 40
Park, Hyeyoung
초록이 없습니다.
Baek, Sangki. A Study on the Effects of Game Motivation, Game Efficacy, Game Norm and Game Recognition on Game Use of Good : Focused on Multilevel Model Analysis. 한국언론정보학보 = Korean Journal of Communication & Information, vol.98, 86-125.
Brunborg, Geir Scott, Mentzoni, Rune Aune, Frøyland, Lars Roar. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?. Journal of behavioral addictions, vol.3, no.1, 27-32.
Cole, Helena, Griffiths, Mark D.. Social Interactions in Massively Multiplayer Online Role-Playing Gamers. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.10, no.4, 575-583.
Diener, Ed, Emmons, Robert A., Larsen, Randy J., Griffin, Sharon. The Satisfaction With Life Scale. Journal of personality assessment, vol.49, no.1, 71-75.
Durkin, Kevin, Barber, Bonnie. Not so doomed: computer game play and positive adolescent development. Journal of applied developmental psychology, vol.23, no.4, 373-392.
Ferguson, Christopher J., Wang, C.K. John. Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study. Cyberpsychology, behavior and social networking, vol.24, no.1, 70-73.
Gentile, Douglas A., Choo, Hyekyung, Liau, Albert, Sim, Timothy, Li, Dongdong, Fung, Daniel, Khoo, Angeline. Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study. Pediatrics, vol.127, no.2, e319-e329.
김혜영,, Ryu Seoung Ho,. 상호작용 의례 관점에서의 청소년과 게임에 관한 연구. 문화와 사회 = Culture & society, vol.27, no.1, 77-157.
Helliwell, John F.. Well-Being, Social Capital and Public Policy: What's New?*. The economic journal : the quarterly journal of the Royal Economic Society, vol.116, no.510, C34-C45.
Hellman, Matilda, Schoenmakers, Tim M., Nordstrom, Benjamin R., van Holst, Ruth J.. Is there such a thing as online video game addiction? A cross-disciplinary review. Addiction research & theory, vol.21, no.2, 102-112.
Hoffman, Donna L., Novak, Thomas P.. Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations. Journal of marketing, vol.60, no.3, 50-68.
Jansz, Jeroen, Martens, Lonneke. Gaming at a LAN event: the social context of playing video games. New media & society, vol.7, no.3, 333-355.
Jeong, Hyunsuk, Yim, Hyeon Woo, Lee, Seung-Yup, Lee, Hae Kook, Potenza, Marc N., Jo, Sun-Jin, Son, Hye Jung. Reciprocal relationship between depression and Internet gaming disorder in children: A 12-month follow-up of the iCURE study using cross-lagged path analysis. Journal of behavioral addictions, vol.8, no.4, 725-732.
Kim, Harris Hyun-soo, Ahn, Sun Joo Grace. How Does Neighborhood Quality Moderate the Association Between Online Video Game Play and Depression? A Population-Level Analysis of Korean Students. Cyberpsychology, behavior and social networking, vol.19, no.10, 628-634.
Kim, Min Kyu. A study on the meaning of game policy through the amendment of game law. 문화경제연구 = Review of culture and economy, vol.21, no.2, 53-88.
Kim, Sojung, Kwon, Jung-Hye. Effects of Emotion Experiences and Gaming Motivations on Internet Gaming Behaviors in Daily Life : An Ecological Momentary Assessment Study. Korean journal of clinical psychology, vol.37, no.4, 573-589.
Kim, Y., & Lee, S. (2019). Adolescents’ self-control and big five personality types affecting maladaptive and adaptive computer game use state. Journal of the Korea Industrial Information Systems Research, 24(4), 65-77.
Kim, Y. J. (2011). A study on the influence of personal characteristics and interpersonal relationship on the online game over flow. Seoul: Seoul National University of Science and Technology.
10.1002/1097-4679(198803)44:2<203::AID-JCLP2270440218>3.0.CO;2-5
Kobayashi, Tetsuro. Bridging Social Capital in Online Communities: Heterogeneity and Social Tolerance of Online Game Players in Japan. Human communication research, vol.36, no.4, 546-569.
Korea Creative Content Agency. (2010).CSG (Comprehensive Scale for Assessing Game Behavior) Manual.
Korea Creative Content Agency. (2011). 2011 Game User Survey.
Korea Creative Content Agency. (2019). 2019 Game User Survey.
Korea Creative Content Agency. (2021). 2021 Game User Survey.
Kraut, Robert, Patterson, Michael, Lundmark, Vicki, Kiesler, Sara, Mukophadhyay, Tridas, Scherlis, William. Internet paradox: A social technology that reduces social involvement and psychological well-being?. The American psychologist, vol.53, no.9, 1017-1031.
Kwon, J. (2004). A qualitative case study on the effectiveness of game-type replacement therapy in the treatment of game addiction in adolescents. Adolescent Studies, 11(3), 93-114.
Lee, H. G. (2003). Effects of individual- and social-related factors and motives for game playing on game concentration and game addiction. Korean Journal of Youth Studies, 10(4), 355-380.
Lee, K. J., & Lim, J. (2020). Trajectory of game experience and social capital for Korean adolescent game users. Social Welfare Policy, 47(3), 287-313.
Lee, S. C., Kim, N. H., & Seo, Y. H. (2003). The effect of flow and addiction upon satisfaction and customer loyalty in online games. Korean Management Review, 32(5), 1479-1501.
Martoncik, M., Loksa, J.. Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?. Computers in human behavior, vol.56, 127-134.
Mason, W. Alex. Self-Esteem and Delinquency Revisited (Again): A Test of Kaplan's Self-Derogation Theory of Delinquency Using Latent Growth Curve Modeling. Journal of youth and adolescence, vol.30, no.1, 83-102.
Miller, Timothy R., Cleary, T. Anne. Direction of Wording Effects in Balanced Scales. Educational and psychological measurement, vol.53, no.1, 51-60.
Novak, Thomas P., Hoffman, Donna L., Yung, Yiu-Fai. Measuring the Customer Experience in Online Environments: A Structural Modeling Approach. Marketing science : the marketing journal of TIMS/ORSA, vol.19, no.1, 22-42.
Pontes, Halley M., Griffiths, Mark D.. Assessment of internet gaming disorder in clinical research: Past and present perspectives. Clinical research and regulatory affairs, vol.31, no.2, 35-48.
Primack, Brian A, Swanier, Brandi, Georgiopoulos, Anna M, Land, Stephanie R, Fine, Michael J. Association between media use in adolescence and depression in young adulthood: a longitudinal study.. Archives of general psychiatry, vol.66, no.2, 181-188.
Putnam, Robert D. Bowling Alone: America's Declining Social Capital. Journal of democracy, vol.6, no.1, 65-78.
Rheu, M., & Lee, S. (2016). Exploring achievement experiences on game and competence need satisfaction. Journal of Broadcasting and Telecommunications Research, 94, 37-70.
Ryu, S., & Jeong, E. (2001). A study on the influences of games in youth: Focusing on the heavy users. Studies on Korean Youth, 34, 35-64.
Cuihua Shen,, Williams, Dmitri. Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being. Communication research, vol.38, no.1, 123-149.
Steinkuehler, Constance A., Williams, Dmitri. Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". Journal of computer-mediated communication, JCMC, vol.11, no.4, 885-909.
Valkenburg, Patti M., Peter, Jochen. The Differential Susceptibility to Media Effects Model. Journal of communication, vol.63, no.2, 221-243.
Whang, S., Lim, J. H., & Kim, J. Y. (2005). Community and immersion in on-line game. Information Society & Media, 7, 69-81.
Williams, Dmitri, Ducheneaut, Nicolas, Xiong, Li, Zhang, Yuanyuan, Yee, Nick, Nickell, Eric. From Tree House to Barracks : The Social Life of Guilds in World of Warcraft. Games and culture, vol.1, no.4, 338-361.
Yee, Nick. The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments. Presence : teleoperators and virtual environments, vol.15, no.3, 309-329.
Yi, Jamyoung. Game Usage Behavior of Children and Adolescent Game Users: Focusing on Adaptive-use and Over-immersion of Games. 학습자중심교과교육연구 = Journal of learner-centered curriculum and instruction, vol.20, no.18, 1473-1497.
Young,K.S.(1998).Caughtinthenet:Howtorecognizethesignsofinternetaddictionand a winning strategy for recovery. Hoboken, NJ: John Wiley & Sons.
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.