Àá½Ã¸¸ ±â´Ù·Á ÁÖ¼¼¿ä. ·ÎµùÁßÀÔ´Ï´Ù.
KMID : 1001320200470020175
Social Welfare Policy
2020 Volume.47 No. 2 p.175 ~ p.201
Trend of Academic Research on Youth Game Users
Lee Kang-Jin

Abstract
The purpose of this study is to identify social awareness of games and to explore the issues and directions of sharing the social influence of games by academic field with examining the research trends of domestic game players. To that end, research paper on youth gamers were analyzed for academic journals above the registered sites published from 2010 to 2020. According to the analysis, media-related studies and social welfare studies were the most common. In terms of game-related content, the most frequent study was on individual propensity. By game impact on teenager, the most common study was dealing with negative factors. Game teenagers are mainly dealt with in terms of media research and social welfare, but they are still found to be biased toward research on the negative effects of individuals. In the face of the growing use of games and game culture in adolescence, it suggests the need for more careful approaches to game research as well as active discussions for theoreticalization and systematization.
KEYWORD
Adolescence, Games, Game Research, Game Research Subjects, Game Research Impact
FullTexts / Linksout information
Listed journal information
ÇмúÁøÈïÀç´Ü(KCI)