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국회도서관 홈으로 정보검색 소장정보 검색

초록보기

본 연구에서는 친구들과 게임을 수행하는 것이 타인에 대한 신뢰도 및 미래 행복도에 미치는 영향을 중점적으로 살펴본다. 지스타(G-Star)에 참가한 청소년 400명을 대상으로 설문조사를 실시하고, 그 결과를 바탕으로 청소년들의 미래 행복도에 영향을 미치는 요소들을 회귀분석을 통해 분석하였다. 분석 결과, 친구와 게임을 수행하는지 여부는 타인에 대한 신뢰도에 영향을 미치고, 궁극적으로 미래 행복도에 영향을 미치고 있다. 친구들과 같이 게임을 즐기는 것은 타인에 대한 신뢰도를 높이는 사회적인 활동의 성격을 지니고 있고, 이러한 성격으로 인하여 궁극적으로 미래 행복도에 영향을 미치는 것으로 볼 수 있다.

This study analyzes how game play influences players’ future happiness. Survey of 400 juveniles who attended G-star, a game show, was conducted to look into the influence of playing game with friends over players future happiness and their trust level towards others. The result suggests that playing game with friends and trust level towards others have positive influence on the future happiness level. In conclusion, playing game with friends has influence over players future happiness level with trust level towards others as a mediation variable.

권호기사

권호기사 목록 테이블로 기사명, 저자명, 페이지, 원문, 기사목차 순으로 되어있습니다.
기사명 저자명 페이지 원문 목차
두 타원체 사이의 최단 근접 거리를 구하는 실용적인 방법 = A practical method to compute the closest approach distance of two ellipsoids 최민규 p.5-13

게임 장애/중독 연구에 대한 비판적 분석 = Critical analysis of gaming disorder/addiction researches on neuroimages, measurement tools, and research processes : 뇌 사진, 판단 척도 및 연구 절차를 중심으로 송두헌 p.135-145

청각장애인의 이스포츠 중계방송 및 게임 스트리머 콘텐츠 시청 편의성 증대를 위한 자막 동기화 보정 연구 = A study on subtitle synchronization calibration to enhance hearing-impaired persons' viewing convenience of e-sports contents or game streamer contents 신동환, 김정수, 김창원 p.73-83

테크놀로지, 생산 환경, 생산자의 관계 짓기 = Technology, game production, game developers : understanding gameswork in South Korea : 국내 게임 생산의 장의 이해 진예원 p.121-134

청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 = The design of gamification to improve youth's creativity : the cases of 'idea league' and 'idea company' : '아이디어 리그' 및 '아이디어 컴퍼니' 사례 정도범, 장혜정, 이규홍, 이환주 p.47-60

청소년의 게임 수행이 미래 행복도에 미치는 영향 = A study on the effect of juvenile game play on future happiness : focus on the mediating role of trusting others : 친구와의 게임 수행과 타인 신뢰도와의 관계를 중심으로 최성락 p.109-119

스트리트 파이터 시리즈에서 류의 주제음악과 리메이크에 관한 분석 = Analysis of the theme music and remake of RYU in Street Fighter series : focusing on the melody and drum beat of Street Fighter Ⅱ : 스트리트 파이터 2의 선율과 드럼 비트를 중심으로 김병현 p.15-24

게임품질관리 수업 개선을 위한 게임 플레이 분석 시스템 설계 = A study on the game quality management methodology 이윤임, 이대웅 p.85-94

디지털스토리텔링기법의 교육적 효과에 대한 체계적 문헌고찰 = Educational effect of disital[실은 digital]-storytelling technique : a systematic review 서희경 p.37-45

e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 = Impacts of e-sports specialization on flow experience and satisfaction : the case of League of Legends : LOL을 중심으로 김주희 p.61-72

게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언 = A proposal of gamification design elements to prevent game and digital addiction 박성진, 김상균 p.95-107

AR기반의 스마트케어를 위한 기능성게임 연구 = A research for functional game based on AR smartcare : focusing on infant and child safety education : 영유아 안전교육을 중심으로 정석호, 고정운, 허설화, 경병표 p.25-35

참고문헌 (27건) : 자료제공( 네이버학술정보 )

참고문헌 목록에 대한 테이블로 번호, 참고문헌, 국회도서관 소장유무로 구성되어 있습니다.
번호 참고문헌 국회도서관 소장유무
1 Influence of Computer Games on Teenagers′ Learning 네이버 미소장
2 Koo, Sung-Ok․Maeng, Seung-Ryol․Yoo, Kwan -Hee. A Study on Relationship of Computer Games and Study Achievement. The Journal of Korean Association of Computer Education 8(4): 1-8, 2005. 미소장
3 Bo-Kyeong Kim․Jae-Dong Kim. Path Analysis of Flow States Variables Effect in Educational Computer Games on Learning. Journal of Korean Association for Educational Information and Media 11(3): 89-114, 2005. 미소장
4 Song, Won-Im. The Effects of computer game culture on the elementary schoolers' lifestyle. Korea National University of Education, 2001. 미소장
5 Ahn, Ji-Hoon․Choi, Chris Seoyun. The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory. Journal of Korea Game Society 14(4): 7-16, 2014. 미소장
6 Park, Jin-Suk․Jung, Hyun-Jin․Park, Jongseung. Utilizing Computer Games To Improve Academic Learning Ability. Journal of the Korean society for computer game 14(0):71-80, 2008. 미소장
7 Heo, Gyun. A Study on the Longitudinal Structural Relationship among Internet Use for Learning, Game Use, and Perceived Academic Achievement. Journal of the Korean Association of Information Education 16(2):245-253, 2012. 미소장
8 Sung, Eun-Mo․Kim, Gyun-Hee. “The structural relationships analysis among happiness, personal traits, and environmental traits of adolescents using the structural equation modeling”, Studies on Korean Youth, Vol. 24, No. 4, pp.177-202, 2013. 미소장
9 Kim, Shin-Young・Baek, Hye-Jeong. “Construction of Korean Youth Happiness Index”, Korean Journal of Sociology, Vol. 42, No. 6, pp.140-173, 2008. 미소장
10 Paark, Jong-Il・Park, Chan-Ung・Seo, Hyo-Jun g・Youn, Yoo-Sik. “Collection of Korean Child Well-Being Index and Its International Comparison with other OECD Countries”, Korean Journal of Sociology, Vol. 44, No. 2, pp121-154, 2010. 미소장
11 Choi, Seong-Rak・Choi, Jeong-Min・Seo, Sun-Bok. “An Analysis on the Relationship between Game and Happiness”, Journal of Korea Game Society, No. 17, Vol. 2, pp107-116, 2017. 미소장
12 Ryu, Si-Young・Kang, Bang-Hun. “The effects of adolescents' leisure experiences on self-esteem and happiness”, Studies on Korean youth, Vol. 23, No. 4, pp27-50, 2012. 미소장
13 Rhi, Soung-Yob・Song, Seong-Hyeok・Cho, Kang-Ok. “Positive Association with Self-rated Happiness and Physical Education Classes in Korean Middle and High School Students”, Journal of Coaching Development, Vol. 17, No. 2, pp23-30, 2015. 미소장
14 Yoo, Mee-Sook・Chung, Kai-Sook・Park, Su-Hong・Cha, Jee-Ryang・Hong, Kwang-Pyo. “Children’s and Adolescents’ Perceptions of Happiness”, Journal of Korean Home Management Association, Vol. 31, No. 3, pp.15-26, 2013. 미소장
15 Lee, Hye-Rim, Lee・Jeong, Eui-Jun. “The Influence of Players’ Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness”, Journal of Korea Multimedia Societ, Vol. 18, No. 9, pp1118-1130, 2015. 미소장
16 Kim, Joo-Woo・Lee, Hye-Rim・Jeong Eui-Jun. “The Effect of Game Players Personality, Social Capital and Adaptive Game Use on Life Satisfaction”, Korean Society For Computer Game, Vol. 28. No. 4, pp135-142, 2015. 미소장
17 McGonigal, Jane. Reality Is Broken - Why Games Make Us Better and How They Can Change the World. Penguin Books, 2011. 미소장
18 Lim, Jeong-Jae・Kang, Jeong-Han・Kim, Sang-Don. “The Effect of Online Media Usage on Adolescents’ Social Participation and Trust”, Korea Society, Vol. 12, No. 2, pp37-67, 2011. 미소장
19 Hyundai Research, “2018 Happiness Survey on Korean University Happiness”, 2018. 미소장
20 Park, Jung-Eun・Choi, Yong-Seok・Kwon, Hyeog-In. “An Empirical Study on the Factors affecting the Serious game Flow”, Journal of The Korean Society for Computer Game, No. 19, Vol.19, pp.85-93, 2009. 미소장
21 Kwon, Hyeog-In・Kim, Man-Jin. “A Structured Analysis Model of Flow in Mobile Games”, Journal of The Korean Society for Computer Game, Vol.14, No.14, pp.23-35, 2008. 미소장
22 Park, Bo-Kyung・Shin, Sung-Man・Lee, Hye-Joo. “A Study on the Relationship Between Types of Teen preferred Internet Game and Internet Game Addiction, Parent-Adolescent Communication, and Self-Control”, Korean Journal of Health Psychology, Vol. 17, No. 3, pp. 659-676, 2012. 미소장
23 Park, Byung-Sun・Park, Su-Sie. “Multiple Mediating Effects of Family, Friend and Teacher Relationship on the Relation between Stress and Internet Game Addiction of Adolescents”, Health and Social Welfare Review, Vol. 36, No. 1, pp. 61-88, 2016. 미소장
24 Choi, Seong-Rak・Park, Min-Jeong. “An Analysis on the Relationship between Game and Grade”, Journal of Korea Game Society, No. 16, Vol. 2, pp41-50, 2016. 미소장
25 Park, Hyun-Ah・Kim, Hyoung-Il・Ryu, Seung -Hoo. “An Exploratory Study on the Social Capital and Subjective Well-Being in Social Network Games”, Journal of Korea Game Society, Vol. 11, No. 4, pp105-116, 2011. 미소장
26 The moderator-mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations. 네이버 미소장
27 Choi, Seong-Rak. “A Study of Influence Factors on Regulation Trust : Focus on the Mediated Effect of Government Trust ”. The Journal of the Korea Contents Association, Vol. 17, No. 4, pp621-628, 2017. 미소장