게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구

An Ethnographic Study on Cyber-Delinquency among Adolescents

  • 성윤숙 (숙명여자대학교, 단국대학교) ;
  • 이소희 (숙명여자대학교 아동가족복지학부)
  • 투고 : 2003.02.28
  • 심사 : 2003.04.20
  • 발행 : 2003.06.01

초록

Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

키워드