DOI QR코드

DOI QR Code

Meta-Analysis on Social Games Addiction

소셜 게임 중독에 대한 메타분석

  • ;
  • 송승근 (동서대학교 디지털콘텐츠학부)
  • Received : 2015.10.31
  • Accepted : 2015.11.26
  • Published : 2015.12.31

Abstract

Previous literature reviews have provided important insights into social game addictions, but the issue still needs to be examined from other directions such as the distribution of research purposes. For this purpose, 61 papers from selected journals were analyzed by a meta-analysis method. Specifically, this study poses the following three research questions: (1) What are the major of research purposes and methodologies? (2) What are the highly cited articles in studies of social game addictions? Results showed five new findings: (1) the research purpose of most social game addictions studies focuses on investigating the effect, followed by evaluating the influence of social game addictions. (2) Surveys and experimental methods were the preferred research methods, regardless of whether the research purpose focused on investigating or evaluation. (3) Social game addictions studies are most prevalent at the game users, higher education institutions, followed by schools. (4) Social game addictions studies most frequently supports researcher in the professions and applied sciences, followed by humanities, formal sciences and social sciences. (5) The most highly cited articles fall into the categories of investigating the effects and followed by evaluating the influence, designing a model and evaluating the effects of social game addictions. In this regard, this study of issues in social game addictions presents findings that can help supplement linkages with previous studies and forms an important reference base to pursue deeper academic discussions in the current research fields. These results and findings not only to supplement understanding of social game addictions based on different and important viewpoints, but also to provide useful insights for researchers and educators into issues related to social game addictions studies in future.

본 연구는 소셜게임중독에 대한 연구 경향과 특징에 대한 선행연구 고찰을 토대로 살펴보고 향후 연구를 위한 시사점을 제시하는 것을 목적으로 한다. 이를 위해 61개의 연구논문을 선택하여 메타분석을 실시하였다. 특히, 본 연구는 다음과 같은 연구문제를 갖고 있다. 1) 주요 연구 목적과 방법론은 무엇일까? 2) 어떤 연구가 가장 높게 인용이 되었을까? 그 결과, 1) 소셜게임 중독에서 가장 많이 연구한 주제는 소셜게임중독을 평가함에 의한 효과성을 규명하는 것이었다. 2) 조사 혹은 평가 형태의 연구임에도 불구하고 가장 선호하는 연구방법은 설문조사와 실험법이었다. 3) 소셜게임 중독 연구 대상은 주로 고등학생과 대학생이 피험자로 선정되어 연구하였다. 4) 소셜게임 중독 연구는 인문, 사회과학 분야의 연구자들이 빈번하게 연구하였다. 5) 가장 높게 인용한 논문은 영향을 분석하고 모형을 설계하여 소셜게임중독의 효과를 평가하는 효과성 연구에 치우쳐 있다. 그래서 소셜게임중독에서 주요 논쟁은 이전 연구를 보완하고 현재 연구분야에서 더 깊은 학술적 논쟁을 추구하는 중요한 기초를 제공한다. 본 연구는 서로 다른 중요한 관점에서 소셜게임 중독을 이해하는데 도움을 주었을 뿐만 아니라 향후 소셜게임 중독과 관련된 연구자와 교육자에게 유용한 시사점을 제공한다.

Keywords

References

  1. 라프 코스터, 안소현 옮김, 라프코스터의 재미이론, 디지털미디어리서치, 2005.
  2. Ahn, D. H, "Korean policy on treatment and rehabilitation for adolescents' Internet addiction", 2007 International Symposium on the Counseling and Treatment of Youth Internet Addiction, Seoul, Korea: National Youth Commission. Vol. 49 (2007).
  3. American Psychiatric Association, Diagnostic and Statistical Manual for Mental Disorders IV, Washington, DC: American Psychiatric Association; 1994.
  4. Becher, Tony, "The significance of disciplinary differences", Studies in Higher education, Vol. 19, No.2 (1994), pp. 151-161. https://doi.org/10.1080/03075079412331382007
  5. Bernard Robert M., Philip C. Abrami, Yiping Lou, Evgueni Borokhovski, Anne Wade, Lori Wozney, Peter Andrew Wallet, Manon Fiset, Binru Huang, "How does distance education compare with classroom instruction? A meta-analysis of the empirical literature", Review of educational research, Vol. 74, No.3 (2004), pp. 379-439. https://doi.org/10.3102/00346543074003379
  6. Billieux, Joel, Martial Van der Linden, Sophia Achab, Yasser Khazaal, Laura Paraskevopoulos, Daniele Zullino, Gabriel Thorens, "Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth", Computers in Human Behavior, Vol. 29, No. 1 (2013), pp. 103-109. https://doi.org/10.1016/j.chb.2012.07.021
  7. Caplan, Scott, Dmitri Williams, and Nick Yee, "Problematic Internet use and psychosocial well-being among MMO players", Computers in human behavior, Vol. 25, No. 6 (2009), pp. 1312-1319. https://doi.org/10.1016/j.chb.2009.06.006
  8. Chou, Chien, and Meng-Jung Tsai, "Gender differences in Taiwan high school students' computer game playing", Computers in Human Behavior, Vol. 23, No. 1 (2007), pp. 812-824. https://doi.org/10.1016/j.chb.2004.11.011
  9. Charlton, John P, "A factor-analytic investigation of computer 'addiction' and engagement" , British journal of psychology, Vol. 93, No.3 (2002), pp. 329-344. https://doi.org/10.1348/000712602760146242
  10. D Griffiths, Mark, Daria J Kuss, and Daniel L King, "Video game addiction: Past, present and future", Current Psychiatry Reviews, Vol. 8, No.4 (2012), pp. 308-318. https://doi.org/10.2174/157340012803520414
  11. Festl, Ruth, Michael Scharkow, and Thorsten Quandt, "Problematic computer game use among adolescents, younger and older adults", Addiction, Vol.108, No.3 (2013), pp. 592-599. https://doi.org/10.1111/add.12016
  12. Glass, Gene V, "Primary, secondary, and meta-analysis of research", Educational researcher (1976), pp. 3-8. https://doi.org/10.2307/1174772
  13. Hossler, Don, and Patrick Scalese-Love, "Grounded Meta-Analysis: A Guide for Research Syntheses", Review of Higher Education, Vol. 13, No.1 (1989), pp. 1-28. https://doi.org/10.1353/rhe.1989.0000
  14. Karlsen, Faltin, A World of Excesses: Online Games and Excessive Playing, Ashgate Publishing, Ltd., 2013.
  15. Ke, Fengfeng, "A qualitative meta-analysis of computer games as learning tools", Handbook of research on effective electronic gaming in education, Vol. 1 (2009), pp. 1-32.
  16. King, Daniel L.,Maria C. Haagsm, Paul H. Delfabbro, Michael Gradisarc, Mark D. Griffiths, "Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools", Clinical Psychology Review, Vol. 33, No.3 (2013), pp. 331-342. https://doi.org/10.1016/j.cpr.2013.01.002
  17. Kuss, Daria Joanna, and Mark D. Griffiths, "Internet gaming addiction: A systematic review of empirical research", International Journal of Mental Health and Addiction, Vol. 10, No.2 (2012), pp. 278-296. https://doi.org/10.1007/s11469-011-9318-5
  18. Kuss, D.,Griffiths MD, Karil L, "Internet addiction: a systematic review of epidemiological research for the last decade", Current Pharmaceutical Design, Vol. 20, No.25 (2014), pp. 4026-4052. https://doi.org/10.2174/13816128113199990617
  19. Lemmens, Jeroen S., Patti M. Valkenburg, and Jochen Peter, "Psychosocial causes and consequences of pathological gaming", Computers in Human Behavior, Vol. 27, No. 1 (2011), pp. 144-152. https://doi.org/10.1016/j.chb.2010.07.015
  20. Oleson, Alexandra, and John Voss, "The organization of knowledge in modern America, 1860-1920", Bulletin of the American Academy of Arts and Sciences (1979), pp. 10-31.
  21. Shih, Meilun, Jui Feng, and Chin-Chung Tsai, "Research and trends in the field of e-learning from 2001 to 2005: A content analysis of cognitive studies in selected journals" , Computers & Education, Vol. 5, No.2 (2008), pp. 955-967.
  22. Shotton M, Computer Addiction? A Study of Computer Dependency, London, UK: Taylor and Francis; 1989.
  23. Soper, W. Barlow, and Mark J. Miller, "Junk-time junkies: An emerging addiction among students", The School Counselor (1983), pp. 40-43.
  24. Tengku Fauzan, 송승근, The Proposal for the Model of Users' Addictions in Social Gaming, 한국만화애니메이션연구, 통권 제40호, pp.337-365.
  25. Widyanto, Laura, Mark D. Griffiths, and Vivienne Brunsden, "A psychometric comparison of the Internet Addiction Test, the Internet-Related Problem Scale, and self-diagnosis", Cyberpsychology, Behavior, and Social Networking, Vol. 14, No.3 (2011), pp.141-149. https://doi.org/10.1089/cyber.2010.0151