메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색
질문

논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국사회체육학회 한국사회체육학회지 한국사회체육학회지 제45권 제1호
발행연도
2011.8
수록면
621 - 634 (14page)
DOI
10.51979/KSSLS.2011.08.45.621

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색
질문

초록· 키워드

오류제보하기
The purpose of this study is to achieve deep understanding of the motivation for juvenile`s e-sports participation with qualitative analysis. The subject of study was 322 juveniles who are already participating in more than 2 of the e-sports games categorized by Korean E-Sports Association and playing more than 3 times a week, more than 1 hour per playing. Gender distribution was 174 males and 158 females. Educational distribution was 124 middle school students and 208 high school students. The result for the participation motive was researched with open-end survey questionnaire. 692 raw data were gathered and they have been analyzed with three stages of categorization. Derived E-sports participation motive was "Arousal-seeking", "Enjoyment", "Stress release", "Escaping reality", "Virtual experience", "Interaction", "Effect of environment", "Competition", and "Addiction" of nine domains. The gender difference analysis of participation motive shows thrill-seeking for males and entertaining for females was the dominant factor for each gender. And by the education level, middle school students were mostly entertainment oriented but thrill-seeking was dominant for high-school students. The result of this research will be able to offer the most basic data to settle correct internet culture for juveniles and further, this can be utilized for the base data to prevent the recently arising issue of game addiction.

목차

등록된 정보가 없습니다.

참고문헌 (38)

참고문헌 신청

이 논문의 저자 정보

이 논문과 함께 이용한 논문

최근 본 자료

전체보기

댓글(0)

0