게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구An Ethnographic Study on Cyber-Delinquency among Adolescents
- Other Titles
- An Ethnographic Study on Cyber-Delinquency among Adolescents
- Authors
- 성윤숙; 이소희
- Issue Date
- Jun-2003
- Publisher
- 한국아동학회
- Keywords
- adolescent(청소년); Internet Plazas(게임방); online game(온라인 게임); cyber- delinquency(사이버일탈); 문화기술적 연구(ethnographic inquiry)
- Citation
- 아동학회지, v.24, no.3, pp 109 - 134
- Pages
- 26
- Journal Title
- 아동학회지
- Volume
- 24
- Number
- 3
- Start Page
- 109
- End Page
- 134
- URI
- https://scholarworks.sookmyung.ac.kr/handle/2020.sw.sookmyung/10302
- ISSN
- 1226-1688
2234-408X
- Abstract
- Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.
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