온라인 게임중독 청소년의 비행요인 : Heckman의 2단계 분석모형을 중심으로 = Delinquency factors of online game-addicted adolescence : focus on the Heckman's two stage model
저자
발행사항
서울 : 동국대학교, 2012
학위논문사항
발행연도
2012
작성언어
한국어
KDC
350.7 판사항(5)
DDC
353.36 판사항(21)
발행국(도시)
서울
형태사항
vii, 211 p. ; 26 cm
일반주기명
참고문헌: p. 173-192
DOI식별코드
소장기관
The purpose of this study is empirically to verify the factors that influence on juveniles' online game addiction and delinquency. It is examined in two ways as what factors have effect on juveniles' online game addiction and juvenile delinquency after gaming addiction.
In previous researches it was focused on the adverse effect of online game and considered that the negative results of the game addiction is juvenile delinquency. These efforts contributed to recognize the problems of harmful impacts caused by online games and to establish effective intervention strategies. However, previous researches did not take about the mutual relationships between online game addiction and delinquency, but did analyze them individually without considering the characteristics of juveniles who were not addicted. Therefore, only juveniles who were addicted to online game were analyzed. In the analysis process, it was not considered about the errors that came from whether juveniles were addicted or not. Thus, it only showed that the separate outcomes not considering the relationship between game addiction and delinquency together.
In this study Heckman's Two Stage Estimation is used to raise the validity of the research model and to resolve the heteroscedasticity that may be found in OLS regression. With regard to this matters, at the first stage Probit analysis was carried out to find out whether juveniles are addicted to online game or not. At the second stage, it was examined with OLS regression. what risk factors influenced on juvenile delinquency for juveniles who were classified as online addicts.
The date includes demographic variables, game using factor, and ecological factors. Samples of this study are selected for juveniles who are using internet between 14 to 18 living in Seoul. Specifically, variables that are related to online game addiction and delinquency are recomputed into online game addiction or not addiction at the first analysis and into the levels of delinquency at the second stage. Demographic variables include sex, age, grades, social economic status, and family structure. game using variables consist of game use experiences, the place playing online games, and the average of game using hours. Finally, ecological variables are personal aggression, depression and anxiety, family related risk factors, and school related risk factors.
The results of the analysis are summarized as following.
To consider what factors influence on juveniles' online game addiction, the results from Probit analysis show that variables about the average game using hours, personal aggression, and depression and anxiety are statistically significant. That is to say, the more hours juveniles are using games, the higher probability of online game addiction(p<.01). As the level of personal aggression(p<.05) and the level of depression and anxiety(p<.05) are higher, there is higher probability of game addiction.
The second analysis is conducted to figure out the factors that influence on the level of delinquency with juveniles who were classified as online game addicts. Delinquent variables are divided into status delinquency, violent delinquency, property delinquency, cyber delinquency, and all of total delinquency, and OLS regression is conducted.
For the status delinquency, as having high level of depression and anxiety, the level of status delinquency is increased(p=.056). The level of violent delinquency is increased by Juveniles who have long experience of online games (p<.05), have friends in addiction to online game(p<.01), and have high level of depression. On the other hand, as the average of game using hours increased(P<.001), the level of violent delinquency is decreased. Property delinquency. In case of property delinquency, juveniles who are using online game for a long time(p<.05) and having friends addicted to games(p<.01) shows higher level on delinquency. However, as the average using hours(p<.01) and the risk factors related to school(p<.01) is increased, the level of delinquency is decreased. In terms of cyber delinquency, the delinquency level is increased by longer game using experience, having friends who are addicted to games, and having risk factors that are related to the family. Finally, with regard to the all of total delinquency, the level of all of the delinquency is increased by the factors of having longer game using experience(p<.01), friends who are addicted to game(p<.01), and higher level of depression and anxiety.(p<.05). As the average using hours is longer, however, the level of all of the delinquency is lowered.
Based on the research outcomes, suggestions are following in order to prevent and to solve online game addiction and juveniles delinquency. First of all, the recommendation about appropriate game using hours for juveniles is needed. Most of previous researches have discussed about the reasons of addiction that are focused on psychological, social, and environmental factors. However, the main reason that makes juveniles addicted is the attractiveness of the game itself. That is, juveniles first started online games for fun, then mixed with other factors, so that caused problematic behaviors such as delinquency. It hold up the same view of Han Sang-Chul(2006) that juvenile problems often come with several problematic behaviors simultaneously or seem to be problem behavior syndrome. With the purpose of establishing appropriate intervention for juveniles, overall situation about a range of juvenile issues should be considered rather than focusing on one issue.
On the basis of the various issues in this study, the ideas of solution would be suggested here. First, appropriate game use time should be informed, and juveniles could recognize themselves whether they are addicted to game or not. In terms of that, regular education is required to control game using time and to intervene in early stage of game addiction.
Second, various programs should be introduced for developing juveniles' sound mind. As the result of this study, It was shown that personal aggression, depression and anxiety influence on juveniles' online game addiction and delinquency. As society has changed dramatically, the functions of family and school aggravate the attachment of them. Lack of the attachment causes a range of psychological instability such as depression and anxiety, and aggression. Therefore, it is essential to recover the attachment of family and school for the emotional functions of juveniles.
Third, various alternative for online game that represent juveniles' recreation culture should be introduced. In the reality without proper play culture, it makes juveniles involved in watching Television and playing online games. Thus, it is important to find other interests and to experience many activities for them. Also, the spaces for playing that allows various activities out of online space are needed. Especially, various programs for solving interpersonal relationship problems cuased by changes in the functions of family and school should be developed.
Fourth, safety devices are required to prevent game addiction by online game companies by themselves. That is to say, online game companies should consider the minimum safety devices to prevent addiction in the egg. Currently, it is easy to register even for elementary school students and possible to pay the bills by a phone-call without parental consent. At this time, the Internet culture and system should be reestablished.
The limitation of this study and recommendation of further studies would be suggested. In terms of sampling, this study limited juveniles aged between 14 to 16 living in Seoul. It is difficult to generalize about the result of the study into the whole juveniles population. Also, considering the range of ages using online games extend to the younger children such as preschoolers, further studies should include broader range of age groups and various regional characteristics.
In addition, this study focuses on ecological factors that influence on delinquency of juvenile game addicts, and cross sectional analysis was conducted. The long-term effects of juvenile delinquency on online game addiction could not examined. That is say, longitudinal studies are required to find the effects of juveniles's online game addiction not only in adolescent period, but also in their adulthood about social aspects such as social relationships and adaptation.
서지정보 내보내기(Export)
닫기소장기관 정보
닫기권호소장정보
닫기오류접수
닫기오류 접수 확인
닫기음성서비스 신청
닫기음성서비스 신청 확인
닫기이용약관
닫기학술연구정보서비스 이용약관 (2017년 1월 1일 ~ 현재 적용)
| 주요 개정내역 | 변경 사유 |
|---|---|
| · 수탁업체 콘소시엄 기관명 및 위탁기간 명시 | · 제6조(개인정보 처리업무의 위탁) 구체화 |
한국교육학술정보원은 정보주체의 자유와 권리 보호를 위해 「개인정보 보호법」 및 관계 법령이 정한 바를 준수하여, 적법하게 개인정보를 처리하고 안전하게 관리하고 있습니다. 이에 「개인정보 보호법」 제30조에 따라 정보주체에게 개인정보 처리에 관한 절차 및 기준을 안내하고, 이와 관련한 고충을 신속하고 원활하게 처리할 수 있도록 하기 위하여 다음과 같이 개인정보 처리방침을 수립·공개합니다.
주요 개인정보 처리 표시(라벨링)
목 차
제1조(개인정보의 처리 목적)
제2조(개인정보의 처리 및 보유 기간)
제3조(처리하는 개인정보의 항목)
제4조(개인정보파일 등록 현황)
제5조(개인정보의 제3자 제공)
제6조(개인정보 처리업무의 위탁)
제7조(개인정보의 파기 절차 및 방법)
제8조(정보주체와 법정대리인의 권리·의무 및 그 행사 방법)
제9조(개인정보의 안전성 확보조치)
제10조(개인정보 자동 수집 장치의 설치·운영 및 거부)
제11조(개인정보 보호책임자)
제12조(개인정보의 열람청구를 접수·처리하는 부서)
제13조(정보주체의 권익침해에 대한 구제방법)
제14조(추가적 이용·제공 판단기준)
제15조(개인정보 처리방침의 변경)
제1조(개인정보의 처리 목적)
제2조(개인정보의 처리 및 보유 기간)
3년
또는 회원탈퇴시까지5년
(「전자상거래 등에서의 소비자보호에 관한3년
(「전자상거래 등에서의 소비자보호에 관한2년
이상(개인정보보호위원회 : 개인정보의 안전성 확보조치 기준)
제3조(처리하는 개인정보의 항목)
제4조(개인정보파일 등록 현황)
개인정보파일 검색(privacy.go.kr)| 개인정보파일의 명칭 | 운영근거 / 처리목적 | 개인정보파일에 기록되는 개인정보의 항목 |
보유기간 | |
|---|---|---|---|---|
| 학술연구정보서비스 이용자 가입정보 | 한국교육학술정보원법 정보추제 동의 | 필수 | ID, 비밀번호, 성명, 생년월일, 신분(직업구분), 이메일, 소속분야, 웹진메일 수신동의 여부 | 3년 또는 탈퇴시 |
| 선택 | 소속기관명, 소속도서관명, 학과/부서명, 학번/직원번호, 휴대전화, 주소 | |||
제5조(개인정보의 제3자 제공)
제6조(개인정보 처리업무의 위탁)
제7조(개인정보의 파기 절차 및 방법)
제8조(정보주체와 법정대리인의 권리·의무 및 그 행사 방법)
제9조(개인정보의 안전성 확보조치)
제10조(개인정보 자동 수집 장치의 설치·운영 및 거부)
제11조(개인정보 보호책임자)
| 구분 | 담당자 | 연락처 |
|---|---|---|
| KERIS 개인정보 보호책임자 | 정보보호본부 안재호 |
- 이메일 : jinuk@keris.or.kr - 전화번호 : 053-714-0158 - 팩스번호 : 053-714-0195 |
| KERIS 개인정보 보호담당자 | 개인정보보호부 송진욱 | |
| RISS 개인정보 보호책임자 | 교육학술데이터본부 정광훈 |
- 이메일 : giltizen@keris.or.kr - 전화번호 : 053-714-0149 - 팩스번호 : 053-714-0194 |
| RISS 개인정보 보호담당자 | 학술진흥부 길원진 |
제12조(개인정보의 열람청구를 접수·처리하는 부서)
제13조(정보주체의 권익침해에 대한 구제방법)
제14조(추가적인 이용ㆍ제공 판단기준)
제15조(개인정보 처리방침의 변경)
자동로그아웃 안내
닫기인증오류 안내
닫기귀하께서는 휴면계정 전환 후 1년동안 회원정보 수집 및 이용에 대한
재동의를 하지 않으신 관계로 개인정보가 삭제되었습니다.
(참조 : RISS 이용약관 및 개인정보처리방침)
신규회원으로 가입하여 이용 부탁 드리며, 추가 문의는 고객센터로 연락 바랍니다.
- 기존 아이디 재사용 불가
휴면계정 안내
RISS는 [표준개인정보 보호지침]에 따라 2년을 주기로 개인정보 수집·이용에 관하여 (재)동의를 받고 있으며, (재)동의를 하지 않을 경우, 휴면계정으로 전환됩니다.
(※ 휴면계정은 원문이용 및 복사/대출 서비스를 이용할 수 없습니다.)
휴면계정으로 전환된 후 1년간 회원정보 수집·이용에 대한 재동의를 하지 않을 경우, RISS에서 자동탈퇴 및 개인정보가 삭제처리 됩니다.
고객센터 1599-3122
ARS번호+1번(회원가입 및 정보수정)