원문정보
History of Game Addiction Discourse in Korea
초록
영어
The purpose of this study is revealing how ‘GAME ADDCTION’ becomes a discourse. With this study we can find that ‘GAME ADDICTION’ is tool for restricting ‘ABNORMAL’. In conclusion , ‘GAME ADDICTION’ was born in Korea at 1990, and become a discourse with ‘STARCRAFT sensation’ and ‘PCbang’. Social organizations used game addiction discourse from 1999 to 2004. And psychiatry started ruling game addiction discourse from 2005. Now psychiatry is using game addiction to expand their power into home. These processes resembles Foucault,M.’s “LES ANORMAUX”. And many things prove that psychiatry acts just like what that did at Foucault’s 19c. We have to aware what is going on in Korea about game addiction and need to study on psychiatry’s actions.
목차
1. 서론
1.1 문제의 제기
1.2 연구의 목적
2. 이론적 논의
2.1 게임중독의 개념적 논의
2.2 담론의 고고학적 연구
3. 연구 방법
3.1 연구절차
3.2 분석 대상
4. 결론
4.1 연구 결과의 요약
4.2 결과의 논의
4.3 연구의 한계 및 후속연구를 위한 제언
참고문헌