- 영문명
- The Effect of adolescent game players Game using pattern, psychology factor on Leadership
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 김주우(Joo Woo Kim) 이대영(Dae Young Lee) 김민철(Min Chul Kim) 정의준(Eui Jun Jeong)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제29권 2호, 75~81쪽, 전체 7쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2016.06.30
국문 초록
영문 초록
There are general surveys on factors related to Leadership. However, less is known about the relationships
between Leadership, game using pattern, psychology factor. This study sought to clarify several of these
relationships. Using data from a survey of 1800 adolescent game users in South Korea, we conducted a
structure equation modeling to explore the association between psychological factor(Extraversion, Social
Intelligence, Self Esteem, Self Control), game using pattern(Game Time, Online Community, Game Norm,
Game Efficacy, Game Leadership) and demographic variables(Age and Gender). Results showed that
Extraversion, Social Intelligence, Self Esteem, Self Control(psychological factor), Game Leadership(game
using pattern) Use increase Leadership. while Game Time(psychological factor) decrease Leadership. And
Game Time, Online Community, Game Norm, Game Efficacy(game using pattern), Social
Intelligence(psychological factor) Use increase Game Leadership. The implications of these results are
discussed.
목차
1. 서론
2. 게임이용과 (게임)리더십
3. 연구대상 및 설문문항
4. 분석결과
5. 연구결론과 함의
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