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온라인게임 이용 관여수준의 진단 척도 개발에 관한 연구A Development of Online Game Involvement Level Diagnostic Scale

Authors
김다혜최용석박정은권혁인
Issue Date
Dec-2009
Publisher
(사)한국컴퓨터게임학회
Keywords
On-Line Game; Flow; Addiction; 온라인 게임; 중독
Citation
한국컴퓨터게임학회논문지, no.19, pp 41 - 52
Pages
12
Journal Title
한국컴퓨터게임학회논문지
Number
19
Start Page
41
End Page
52
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/58013
ISSN
1976-6513
2288-5528
Abstract
게임 산업은 정보 산업 중에 다른 사업과의 연계를 통해 큰 부가가치를 창출하고 침체된 IT 산업을 활성화시킬 수 있는 분야로 빠르게 성장하고 있으며, 온라인게임소비자가 폭발적으로 증가하고 소비층이 폭넓어짐에 따라 엔터테인먼트의 핵심적인 분야로 떠오르고 있다. 본 연구에서는 온라인게임소비자가 증가함에 따라 온라인 게임사용을 건전한 놀이로써 사용하고자 한다면, 우선 게임의 중독과 몰입의 상태를 정확히 측정하여 파악하고, 중독수준을 낮추고 몰입의 적정 수준을 찾을 수 있는 정확한 측정도구가 필요하다고 생각한다. 따라서 기존에 연구된 온라인게임 중독과 몰입의 측정문항을 분석하고 혼합하여 온라인게임관여수준이라는 새로운 진단척도를 개발하여 온라인게임이 더욱더 건 전한 놀이문화로 정립할 수 있도록 제시하고자 한다.
The information industry during the games industry in relation to other business through the creation of added value is greater. Also can be depressed to enable the IT industry as the sector is growing rapidly, and the explosive growth of online gaming and consumer broader spending width. Thus, entertainment is emerging as a critical area. In this study, an online game consumers increasingly using online games to play sound as if you want to use, first of all the state of flow and the game addiction and know exactly what should be measured. And lower levels of addiction can find the appropriate level of flow that require accurate measurement tools is considered. Therefore, the existing online game addiction and flow in the study conducted to analyze and mixed the measurement questions, online game concern level has developed a new diagnostic measure. Online games, so that even more could one day serve as a healthy game culture is to present The information industry during the games industry in relation to other business through the creation of added value is greater. Also can be depressed to enable the IT industry as the sector is growing rapidly, and the explosive growth of online gaming and consumer broader spending width. Thus, entertainment is emerging as a critical area. In this study, an online game consumers increasingly using online games to play sound as if you want to use, first of all the state of flow and the game addiction and know exactly what should be measured. And lower levels of addiction can find the appropriate level of flow that require accurate measurement tools is considered. Therefore, the existing online game addiction and flow in the study conducted to analyze and mixed the measurement questions, online game concern level has developed a new diagnostic measure. Online games, so that even more could one day serve as a healthy game culture is to present
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