원문정보
Analyzing the Differences among Online Gaming Users’ Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students
초록
영어
Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.
목차
1. 서론
2. 이론적 배경
2.1 온라인 게임 중독
2.2 온라인 게임 중독 예방 관련 선행연구
2.3 위험지각태도(RPA : Risk Perception Attitude)프레임웍
3. 연구모형 및 가설수립
4. 연구방법
4.1 설문서 개발 및 갱신
4.2 변수의 조작적 정의 및 측정
4.3 자료 수집 및 표본 특성
5. 자료 분석 및 결과
5.1 변수의 신뢰성 및 타당성 분석
5.2 RPA 프레임웍의 도출
6. 논의 및 함의
6.1 논의
6.2 함의
7. 결론
참고문헌
<부록 1> 설문서