참고문헌
- A. Golub and K. Lingley, "Just like the Qing Empire: Internet Addiction, MMOGs, and Moral Crisis in Contemporary China," Games and Culture, Vol.3, No.21, pp.59-75, 2008. https://doi.org/10.1177/1555412007309526
- J. Y. Kim, J. S. Lee, and S. Oh, "A path model of school violence perpetration: Introducing online game addiction as a new risk factor," Journal of Interpersonal Violence, Vol.32, No.21, pp.3205-3225, 2017. https://doi.org/10.1177/0886260515597435
- K. Kircaburun, P. K. Jonason, and M. D. Griffiths, "The Dark Tetrad traits and problematic online gaming: The mediating role of online gaming motives and moderating role of game types," Personality and Individual Differences, Vol.135, pp.298-303, 2018. https://doi.org/10.1016/j.paid.2018.07.038
- C. Lee and O. Kim, "Predictors of online game addiction among Korean adolescents," Addiction Research & Theory, Vol.25, No.1, pp.58-66, 2017. https://doi.org/10.1080/16066359.2016.1198474
- C. J. Ferguson, "The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games," Psychiatric Quarterly, Vol.78, No.4, pp.309-316, 2007. https://doi.org/10.1007/s11126-007-9056-9
- C. J. Ferguson, "Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance," Perspectives on psychological science, Vol.10, No.5, pp.646-666, 2017. https://doi.org/10.1177/1745691615592234
- J. Savage, C. J. Ferguson, and L. Flores, "The effect of academic achievement on aggression and violent behavior: A meta analysis," Aggression and Violent Behavior, No.37, pp.91-101, 2017. https://doi.org/10.1016/j.avb.2017.08.002
- E. Klopfer and K. Squire, "Environmental Detectives-The development of an augmented reality platform for environmental simulations," Educational Technology Research and Development, Vol.56, No.2, pp.203-228, 2008 https://doi.org/10.1007/s11423-007-9037-6
- A. G. LeBlanc and J. P. Chaput, "Pokemon Go: A game changer for the physical inactivity crisis?," Preventive medicine, Vol.101, pp.235-237, 2017. https://doi.org/10.1016/j.ypmed.2016.11.012
- C. Steinkuehler and K. Squire, Video games and learning, Cambridge Handbook of the Learning Science, 2014.
- A. J. Van Rooij, M. T. Schoenmakers, and A. Vermulst, "Online video game addiction: Identification of addicted adolescent gamers," Addiction, Vol.106, No.1, pp.205-212, 2011. https://doi.org/10.1111/j.1360-0443.2010.03104.x
- 조재현, "게임내용 및 게임시간 규제의 헌법적 정당성에 관한 고찰," 동아법학, 제64권, pp.145-175, 2014.
- L. Chen, R. Liu, H. Zeng, X. Xu, R. Zhu, M. Sharma, and Y. Zhao, "Predicting the time spent playing computer and mobile games among medical undergraduate students using interpersonal relations and social cognitive theory: A cross-sectional survey in chongqing, China," International Journal of Environmental Research and Public Health, Vol.15, No.8, p.1664, 2018. https://doi.org/10.3390/ijerph15081664
- D. J. Kuss, J. Louws, and R. W. Wiers, "Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games," Cyberpsychology, Behavior, and Social Networking, Vol.15, No.9, pp.480-485, 2012. https://doi.org/10.1089/cyber.2012.0034
- S. H. Hsu, M. H. Wen, and M. C. Wu, "Exploring user experiences as predictors of MMORPG addiction," Computers & Education, Vol.53, No.3, pp.990-999, 2009. https://doi.org/10.1016/j.compedu.2009.05.016
- 정겨운, 정호진, 이인혜, "MMORPG 이용자들의 게임 이용 동기와 인터넷 게임 중독의 사이에서 게임 내 행동의 매개 효과," 한국심리학회지: 건강, Vol.23, No.2, 547-570, 2018 https://doi.org/10.17315/KJHP.2018.23.2.013
- V. Gonzalez-Bueso, J. Santamaría, D. Fernández, L. Merino, E. Montero, and J. Ribas, "Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review," International Journal of Environmental Research and Public Health, Vol.15, No.4, p.668, 2018. https://doi.org/10.3390/ijerph15040668
- 장문선, 박기쁨, 정성훈, 우상우, "의존성, 회피성 성격 특성의 심리적 특성과 중독성향 간의 관련성," 동서정신과학, 제14권, 제1호, pp.1-19, 2011.
- W. K. Park, Mobile phone addiction. In Mobile communications, Springer, London, pp.253-272, 2005.
- 임지영, "남자 중학생들의 권태성향과 게임 중독의 관계," 한국콘텐츠학회논문지, 제14권, 제10호, pp.610-618, 2014 https://doi.org/10.5392/JKCA.2014.14.10.610
- 임지영, "게임중독 및 관여 수준에 따른 남자 청소년 게임사용집단의 분노표현양상과 인지 특성 비교," 디지털융복합연구, 제15권, 제10호, pp.339-348, 2017. https://doi.org/10.14400/JDC.2017.15.10.339
- J. Shi, Z. Chen, and M. Tian, "Internet self-efficacy, the need for cognition, and sensation seeking as predictors of problematic use of the Internet," Cyberpsychology, Behavior, and Social Networking, Vol.14, No.4, pp.231-234, 2011. https://doi.org/10.1089/cyber.2009.0462
- J. Y. Yen, Y. C. Yeh, P. W. Wang, T. L. Liu, Y. Y. Chen, and C. H. Ko, "Emotional regulation in young adults with internet gaming disorder," International Journal of Environmental Research and Public Health, Vol.15, No.1, p.30, 2017. https://doi.org/10.3390/ijerph15010030
- C. Ko, J. Yen, C. Chen, S. Chen, and C. Yen, "Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents," Journal of Nervous and Mental Disease, Vol.193, pp.273-277, 2005. https://doi.org/10.1097/01.nmd.0000158373.85150.57
- J. H. Kwon, C. S. Chung, and J. Lee, "The effects of escape from self and interpersonal relationship on the pathological use of Internet games," Community Mental Health Journal, Vol.47, No.1, pp.113-121, 2011. https://doi.org/10.1007/s10597-009-9236-1
- J. S. Lemmens, P. M. Valkenburg, and J. Peter, "Psychosocial causes and consequences of pathological gaming," Computers in Human Behavior, Vol.27, No.1, pp.144-152, 2011. https://doi.org/10.1016/j.chb.2010.07.015
- M. Rho, H. Lee, T. H. Lee, H. Cho, D. Jung, D. J. Kim, and I. Choi, "Risk factors for internet gaming disorder: psychological factors and internet gaming characteristics," International Journal of Environmental Research and Public Health, Vol.15, No.1, p.40, 2017. https://doi.org/10.3390/ijerph15010040
- 진창현, 정의철, "온라인 게임 중독성향에 영향을 미치는 요인 연구," 언론과학연구, 제9권, 제3호, pp.543-576, 2009.
- 문성호, "국내 게임 중독 담론의 역사," 한국컴퓨터게임학회논문지, 제26권, 제1호, pp.29-35, 2013.
- 조은하, "게임포비아, 호모루덴스에서 사이버스페이스까지," 한국콘텐츠학회논문지, 제13권, 제2호, pp.137-146, 2013. https://doi.org/10.5392/JKCA.2013.13.02.137
- K. S. Young, "Psychology of computer use X L. Addictive use of the Internet: A case that breaks the stereotype," Psychological Reports, Vol.79, pp.889-902, 1996. https://doi.org/10.2466/pr0.1996.79.3.899
- 김주환, 김민규, 김은주, 신의진, "온라인 게임 중독검사 개발과 타당화 분석," 한국청소년연구, 제19권, 제1호, pp.385-415, 2008.
- 김소연, 전종설, "청소년의 부모-자녀 의사소통, 우울, 불안 및 정서조절 곤란과 인터넷 중독 간의 구조 모형 검증," 청소년복지연구, 제18권, 제1호, pp.159-183, 2006.
- 이정은, 배성만, "대인관계 만족도, 인터넷 게임중독 및 정서적 문제간의 관계," 한국심리학회지: 건강, 제 20권, 제3호, pp.687-701, 2016. https://doi.org/10.17315/KJHP.2015.20.3.011
- 한옥영, 김재현, "고등학생 대상 인터넷 중독 유발 요인간 영향력 분석," 컴퓨터교육학회논문지, 제15권, 제5호, pp.23-31, 2012. https://doi.org/10.32431/KACE.2012.15.5.003
- 이재윤, 강행봉, "EEG 및 ERP를 이용한 인터넷 게임과몰입 분석," 멀티미디어학회논문지, 제17권, 제11호, pp.1325-1334, 2014.
- B. K. Esen and M. Gundogdu, "The relationship between internet addiction, peer pressure and perceived social support among adolescents," The International Journal of Educational Researchers, Vol.2, No.1, pp.29-36, 2010.
- P. C. H. Soh, K. W. Chew, K. Y. Koay, and P. H. Ang, "Parents vs peers' influence on teenagers' Internet addiction and risky online activities," Telematics and Informatics," Vol.35, No.1, pp.225-236, 2018. https://doi.org/10.1016/j.tele.2017.11.003
- 최임숙, 서래원, "게임 장르에 따른 대학생의 게임중독과 자기주도 학습, 학교 적응 행동의 관계," 교육종합연구, 제8권, 제2호, pp.91-116, 2010.
- 오창규, 정현성, 김영곤, "인터넷 게임 중독의 선행요인과 그 영향에 대한 연구," Journal of the Korean Data Analysis Society, 제10권, 제2호, pp.847-864, 2008.
- L. J. Cronbach, R. E. Snow, Aptitudes and instructional methods: A handbook for research on interactions, Irvington, 2007.
- J. T. Cacioppo and R. E. Petty, "The need for cognition," Journal of Personality and Social Psychology, Vol.42, No.1, p.116, 1982. https://doi.org/10.1037/0022-3514.42.1.116
- 김지연, 도영임, "부모 세대와 청소년 세대의 온라인 게임에 대한 인식 차이: 온라인 게임의 유해성/유익성, 영향과 가치, 부모-자녀 관계, 규제에 대한 인식을 중심으로," 한국심리학회지: 문화및사회, 제20권, 제3호, pp.263-280, 2014.
- H. B. Brosius and D. Engel, "The causes of third-person effects: Unrealistic optimism, impersonal impact, or generalized negative attitudes towards media influence?," International Journal of Public Opinion Research, Vol.8, No.2, pp.142-162, 1996. https://doi.org/10.1093/ijpor/8.2.142
- S. C. Hong, "Do cultural values matter? A cross-cultural study of the third-person effect and support for the regulation of violent video games," Journal of Cross-Cultural Psychology, Vol.46, No.7, pp.964-976, 2015. https://doi.org/10.1177/0022022115588950
- J. D. Ivory and S. Kalyanaraman, "Video games make people violent-Well, maybe not that game: Effects of content and person abstraction on perceptions of violent video games' effects and support of censorship," Communication Reports, Vol.22, No.1, pp.1-12, 2009. https://doi.org/10.1080/08934210902798536
- 김인숙, "인터넷 게임에 대한 낙관적 편견, 제3자 효과, 게임 중독법에 대한 태도의 관계에 대한 연구," 언론과학연구, 제14권, 제1호, pp.5-36, 2014.
- 유홍식, "인터넷게임에 대한 제3자 편향적 지각과 규제 태도에 미치는 영향에 관한 연구," 언론과학연구, 제11권, 제2호, pp.333-364, 2001.
- S. H. Paik, H. Cho, J. W. Chun, J. E. Jeong, and D. J. Kim, "Gaming device usage patterns predict Internet gaming disorder: Comparison across different gaming device usage patterns," International Journal of Environmental Research and Public Health, Vol.14, No.12, p.1512, 2017. https://doi.org/10.3390/ijerph14121512
- T. Althoff, R. W. White, and E. Horvitz, "Influence of Pokémon Go on physical activity: Study and implications," Journal of Medical Internet Research, Vol.18, No.12, p.40, 2016.
- L. D. Kaczmarek, M. Misiak, M. Behnke, M. Dziekan, and P. Guzik, "The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use," Computers in Human Behavior, Vol.75, pp.356-363, 2017. https://doi.org/10.1016/j.chb.2017.05.031
- O. Marquet and C. A. J. Alberico, "Pokemon GO and physical activity among college students: A study using Ecological Momentary Assessment," Computers in Human Behavior, Vol.81, pp.215-222, 2018. https://doi.org/10.1016/j.chb.2017.12.028
- M. Faccio and J. J. McConnell, Death by Pokemon GO: The Economic and Human Cost of Using Apps While Driving, Available at SSRN 3073723, 2018.
- D. Williams, N. Ducheneaut, L. Xiong, Y. Zhang, N. Yee, and E. Nickell, "From tree house to barracks: The social life of guilds in World of Warcraft. Games and culture," Vol.1, No.4, pp.338-361, 2006. https://doi.org/10.1177/1555412006292616
- C. Martin and C. Steinkuehler, "Collective information literacy in massively multiplayer online games," E-Learning and Digital Media, Vol.7, No.4, pp.355-365, 2010. https://doi.org/10.2304/elea.2010.7.4.355
- K. Squire, "From information to experience: Place-based augmented reality games as a model for learning in a globally networked society," Teachers College Record, Vol.112, No.10, pp.2565-2602, 2010.
- K. Squire, Video games and learning: Teaching and participatory culture in the digital age. Technology, Education-Connections (The TEC Series). Teachers College Press. 1234 Amsterdam Avenue, New York, NY 10027, 2011.
- N. Yee, "Befriending ogres and wood-elves: Relationship formation and the social architecture of Norrath," Game Studies, Vol.9, No.1, 2009.
- 최우석, "응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망," 디지털융복합연구, 제15권, 제8호, pp.409-416, 2017. https://doi.org/10.14400/JDC.2017.15.8.409
- M. Graafland, W. A. Bemelman, and M. P. Schijven, "Game-based training improves the surgeon's situational awareness in the operation room: A randomized controlled trial," Surgical Endoscopy, Vol.31, No.10, pp.4093-4101, 2017. https://doi.org/10.1007/s00464-017-5456-6
- M. B. Jalink, J. Goris, E. Heineman, J. P. E. Pierie, and O. Henk, "Face validity of a Wii U video game for training basic laparoscopic skills," The American Journal of Surgery, Vol.209, No.6, pp.1102-1106, 2015. https://doi.org/10.1016/j.amjsurg.2014.09.034
- P. Pasquier, S. Mérat, B. Malgras, L. Petit, X. Queran, C. Bay, and J. P. A. Perez, "Serious game for massive training and assessment of French soldiers involved in forward combat casualty care (3D-SC1): Development and deployment," JMIR Serious Games, Vol.4, No.1, 2016.
- 한국콘텐츠진흥원, 2016 게임이용자 실태조사 보고서, pp.1-213, 2016.