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Effects of Random Reward Items Use on Adolescents' Game Addiction Change : Focus on Self esteem, Depression, Self-control, Material Value, and Game Cognition

확률형 아이템 게임 이용이 청소년의 게임 과몰입 변화에 미치는 영향 : 자존감, 우울감, 자기통제, 물질가치 그리고 게임인식을 중심으로

  • 이승제 (건국대학교 문화콘텐츠학과) ;
  • 이대영 (건국대학교 문화콘텐츠학과) ;
  • 정의준 (건국대학교 문화콘텐츠학과)
  • Received : 2017.11.13
  • Accepted : 2018.02.20
  • Published : 2018.02.20

Abstract

Recently, there has been an increasing social concern over the use of random reward game items. In this paper, we try to understand the effect of using random reward game on adolescents based on the survey data over a year. In addition, regression analysis was conducted to examine how socio-psychological variables affect the game addiction of adolescents according to use of random reward games. As a result of analysis, it was found that the random reward game use group had lower self esteem and higher material value than the normal game use group. Also, self esteem and material value have a significant effect on game addiction. And finally, the results and implications were discussed.

최근 청소년의 확률형 아이템 게임 이용이 게임 과몰입을 심화하거나 심리사회적 문제를 야기할 수 있다는 사회적 우려가 증가하고 있다. 이에 본고는 1년에 걸친 설문조사 데이터를 바탕으로 두 가지 연구 문제를 제시했다. 첫 번째, 확률형 아이템 게임 이용이 1년 후 청소년의 심리사회적 변인(자존감, 우울감, 자기통제력, 물질가치 등)과 게임 과몰입에 미치는 효과를 검증하고자 하였다. 두 번째, 확률형 아이템 게임 이용 유무에 따라 청소년의 게임 과몰입에 미치는 심리사회적 변인의 영향력이 차이를 보이는지 확인해보았다. 분석 결과, 확률형 아이템 게임 이용 집단은 비이용 집단보다 자존감이 낮았으나 게임 과몰입과 물질가치는 더 높은 것으로 확인되었다. 또한 확룰형 아이템 이용 집단은 비이용 집단과 달리 자존감과 물질가치가 게임 과몰입에 유효한 영향을 미치는 것으로 나타났다. 이후 그 결과를 분석하였다.

Keywords

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