Deokhu's culture in adolescent as a play space on Cyber

사이버상의 놀이 공간으로서 청소년의 덕후 문화

  • 허정경 (서울디지털대학교 아동학과)
  • Received : 2018.02.02
  • Accepted : 2018.03.20
  • Published : 2018.03.28


The purpose of this study is to explore the essential meaning of Deokhu's culture in adolescent as a play space on Cyber. A phenomenological research method guided data collection and analysis. Qualitative research methods collected from 18 in - depth interviews using semistructured question types for 13 to 17 year - old adolescents living in Seoul Jamsil. As a result, As a result, adolescent's Deokhu culture started by stress and social and emotional desire, and especially it was utilized as a play space on the cyber of purchase activity of fandom and goods around SNS activities. This has a positive effect on self-awareness as well as self-identity formation. Above all, the shortage of play time due to heavy school entrance and the lack of socially provided play space make the cyber space as another play space for the adolescents.




Supported by : Seoul Digital University


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