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An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students

중·고등학생의 인터넷게임 사용에 따른 게임행동분석

  • Oh, Ju (Dept, of Social Welfare., BUSAN DIGITAL UNIVERSITY) ;
  • Park, Jung ran (Dept, of Welfare & Rehabilitation., BUSAN UNIVERSITY OF FOREIGN STUDIES)
  • Received : 2016.11.30
  • Accepted : 2017.01.18
  • Published : 2017.02.28

Abstract

This study is to examine how middle and high school students vary in terms of good and bad usage of online games and how these factors have varying effects on their use of the internet as a whole. My focus is to study their behavioral patterns individually while playing internet-based online games. The results are as follows: First, 260 out of 390 subjects used the internet. Male students who are high school students with siblings, or preschool time game users were revealed to play online games more often rather than female students who are middle school students with no siblings, or non-preschool time game users. Secondly, the analysis of differences of good and bad usage of online games revealed that there is a significant correlation between gender and beginning age. Lastly, a thorough analysis of the average difference in terms of following the online game shutdown found that there is no significant correlation among the sub-groups. However, an analysis of the difference of the problematic game usage has shown that there is a significant difference in the heavy user group. This findings means that the students who don't follow the online game shutdown spend more time than those who do.

Keywords

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