상세 보기
초록
This study explored the digital game experiences of Korean children in order to gain in-depth understanding of the play culture of the digital generation. This understanding in turn provides foundational data for developing intervention strategies that reflect this culture in counseling settings. In-depth interviews were conducted with seven elementary school students who had experience with digital games, and data were analyzed using Qualitative Content Analysis(QCA) through coding and categorization. As a result, the data were organized into three main categories and nine subcategories. Specifically, under the main category of Connection between Reality and the Digital World, three subcategories were identified: Expansion of Play into Digital Space, Boundaries of Reality and Virtuality, and Space for Learning and Communication. Under the main category of Characteristics of Digital Game, the subcategories were Lack of Physical Contact, Technical Constraints, and Structural Uncontrollability in Game. Lastly, the main category Regulation and Balance in Digital Game included Continuity and Interruption in Game, Cooperation and Conflict of Relationships, and Parental Regulation and Children’s response. This study is significant in that it examined digital game experiences among Korean children and emphasized the need for multifaceted intervention strategies that address the developmental needs of children who are familiar with digital culture―not only in child counseling but also in broader educational and family contexts.
키워드
- 제목
- 국내 아동의 디지털 게임 경험에 관한 질적 내용분석: 초등학생의 인터뷰 내용을 중심으로
- 제목 (타언어)
- Qualitative Content Analysis of Digital Game Experiences among Korean Children: Focusing on Interviews with Elementary School Students
- 저자
- 최수빈
- 발행일
- 2025-08
- 유형
- Y
- 저널명
- 한국놀이치료학회지
- 권
- 28
- 호
- 3
- 페이지
- 279 ~ 304