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A Study on the Perception Types of Online Games and Their Characteristics

온라인 게임에 대한 인식 유형과 그 특성에 대한 연구

  • 김지연 (서울사이버대학교 상담심리학과) ;
  • 김도환 (중앙대학교 심리학과) ;
  • 이장주 (이락 디지털문화연구소) ;
  • 모상현 (한국청소년정책연구원) ;
  • 장근영 (한국청소년정책연구원)
  • Received : 2013.07.22
  • Accepted : 2013.08.12
  • Published : 2013.08.20

Abstract

This study aims to investigate on the perception types of online games and their characteristics. In Study 1, perceptions of online games were researched through Q methodology. From the results, the perceptions of online games are classified into four types: 'Online Game is an Obstacle of Study'; 'Online Game is Just a Game'; 'Online Game is a Stain in Life'; 'Online Game is Vaguely Bad'. Each perception type has different characteristics in terms of perception of harmfulness of games, determination of the core of game problems, and perception of a parent-child relationship. In Study 2, the distribution and characteristics of each perception type were researched through an online survey. The results show differences in an attitude to online game using features and regulations as well as in demographic parameters such as sex and age. This study holds its significance in identifying the differences between perception types of online game and providing a basic study for policy making of healthy game culture.

본 연구는 온라인 게임에 대한 인식 유형과 그 특성을 탐색하기 위해 수행되었다. 연구 1에서는 Q 방법론을 통해 온라인 게임에 대한 인식을 탐색하였다. 그 결과, 온라인 게임에 대한 인식은 4개의 유형-'게임은 공부의 방해물', '게임은 게임일 뿐', '게임은 인생의 오점', '게임은 막연하게 나쁜 것'-으로 구분되었고, 각 유형은 게임의 유해성에 대한 인식, 게임 문제의 핵심에 대한 판단, 부모-자녀 관계 인식에서 서로 다른 특성을 가지고 있었다. 연구 2에서는 대규모 온라인 설문조사를 통해 각 유형별 분포와 특성을 조사하였다. 그 결과, 각 유형은 성별과 연령 등의 인구통계학적인 변인뿐만 아니라 게임 이용 특성과 게임 규제에 대한 태도에서 차이가 있었다. 본 연구는 온라인 게임에 대한 생각의 차이를 확인하고, 향후 긍정적인 게임 문화를 추진하기 위한 정책을 수립하는데 있어 기초적인 자료를 마련하였다는데 그 의의가 있다.

Keywords

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