DOI QR코드

DOI QR Code

Study on the Contexts and Meanings of Adolescents' Addictive Game Play

청소년의 중독적 게임하기 맥락과 의미에 관한 연구

  • Jeon, Gyongran (Dept. of Digital Contents, Dong-eui University) ;
  • Lim, Sohei (Division of Media Studies, Ewha Womans University)
  • 전경란 (동의대학교 디지털콘텐츠공학과) ;
  • 임소혜 (이화여자대학교 언론홍보영상학부)
  • Received : 2012.12.07
  • Accepted : 2012.12.12
  • Published : 2012.12.20

Abstract

Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.

게임 중독 청소년의 게임이용 맥락과 의미를 이해하기 위해 실시한 심층 인터뷰 결과, 먼저 게임은 또래 집단의 네트워크를 기반으로 하는 이용 규범을 통하여 중독적 게임 이용을 유도해내는 속성이 있으며, 게임 장르의 진화와 스마트 기기의 확산도 중독적인 게임 이용을 이끌어내는 것으로 드러났다. 특히 또한 게임 속의 가상세계는 청소년들에게 현실에게 결핍되어있기 쉬운 개인적 성취감이나 정체성에 대한 욕구, 사회적 인정과 지지를 손쉽게 보상받는 대안적 공간이었다. 이들에게 게임은 현실세계에서는 결핍되어 있는 다양한 청소년기의 욕구에 대한 풍부한 심리적 보상과 경험을 가능하게 하는 가상공간으로 의미를 지니며 또래 집단의 적극적 문화실천으로 경험되고 있었다. 이러한 연구 결과는 게임 매체의 통제와 청소년의 개인적 특성에 초점을 맞춘 현재의 게임규제 접근방식에 대해 주요한 시사점을 던져준다.

Keywords

References

  1. NIA, "2010 Internet Addiction", 2011.
  2. Kim, S. & Lee, K. "Conceptualization of children's Internet game addiction and over-use". Children Media Research, Vol.6 No.2, pp.63-83, 2007.
  3. Chang, M., Lee, E., Chang, J., Lee, J., Kim, E., & Lee, M. "Relationship between game addiction, Internet use motivation, and social psychological factors across game genres" Korean Psychology Research: Treatment, Vol.16 No.4, pp.705-722, 2004.
  4. Rollings, A., & Adams, E., Andrew Rollings and Ernest Adams of Game Design, Boston: New Riders.2003.
  5. Kim, Y., & Park, S. "Online game-play and game addiction: Uses and gratification approach, Korean Communication Research Vol.51 No.1, pp.355-377, 2007.
  6. Hwant, H., & Park, S. "Oline game players' psychological experiences on their game addiction" Journalism & Social Science, Vol.11 No.1, pp.471-505, 2011.
  7. Kim, J., Lee, Y., Kim, M., & Kim, E. "Types and causes of online game addiction: Self-determination theory" Korean Communication Research, Vol.50 No.5 pp.79-106., 2006.
  8. Lemmens, J., Valkenburg, P., & Peter, J., "Development and validation of a game addiction scale for adolescents". Media Psychology, Vol.12, pp.77-95, 2009. https://doi.org/10.1080/15213260802669458
  9. Park, S., Kim, C., & Cheon, M. "Trends of recent studies and research topics on adolescents' Internet addiction" Korean Adolescent Research, Vol.13 No.2, pp.3-14, 2005.
  10. Bang, H., & Cho, A. "Family functions and adolescents' Internet game use behaviors" Korean Journal of Psychology, Vol.9 No.30, pp.91-105, 2003.
  11. Lim, S., & Cho, Y. "Effects of parental and peer mediation on adolescents' game play" Cyber Communication Reserach, Vol.28 No.4, pp.173-218, 2011.
  12. Kim, K., "A prediction model for internet game addiction in adolescents: using a decision tree analysis". Journal of Korean Academy of Nursing, Vol.40, pp.378-388, 2010. https://doi.org/10.4040/jkan.2010.40.3.378
  13. Lee, S., & Cheon, S. "Effects of parental mediation on Internet addiction" Korean Journal of Broadcasting, Vol.24 No.6, pp. 289-322, 2010.
  14. Janz, J., "The emotional appeal of violent video games for adolescent males". Communication Theory, Vol.15 No.3, pp.219-241, 2005. https://doi.org/10.1111/j.1468-2885.2005.tb00334.x
  15. Lee, H., "Social-psychological predictors of adolescent's violent game play addiction" Korean Journal of Psycholoyg: Developmen, Vol.14 No.4, pp.55-79, 2002.
  16. Anderson, C., Gentile, D. Buckley, K., Violent video game effects on children and adolescents: Theory, research, and public policy. New York, NY: Oxford University Press. 2007.
  17. Kim, T., & Lee, S. "Children/adolescents' online game play and their chievement, self-efficay, and life satisfaction." Korean Journal of Game Studies. Vol.11 No.4, pp.151-162, 2011.
  18. Lidlof, T., Qualitative communication research methods, Thousand Oaks, CA: Sage.1995.
  19. Goldstein, J., "Violent video games", In J. Raessens & J. Goldstein(Eds.), Handbook of computer game studies pp.341-357, The MIT Press, 2005.
  20. Lowery, S., & Defleur,M.L., Milestones in Mass Communication Research: Media Effects. New York: Longman. 1983.
  21. Ahn, D, "Effects of adolescents' life satisfaction on online game play. Korean Studies of Adolescent, Vol.16 No.2, pp.369-403, 2005.

Cited by

  1. A Study on the Perception Types of Online Games and Their Characteristics vol.13, pp.4, 2013, https://doi.org/10.7583/JKGS.2013.13.4.91
  2. A Study on the Effects of Internet Games Shutdown Policy in Korea vol.14, pp.6, 2014, https://doi.org/10.7583/JKGS.2014.14.6.99