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KMID : 1001320200470030287
Social Welfare Policy
2020 Volume.47 No. 3 p.287 ~ p.313
Trajectory of Game Experience and Social Capital for Korean Adolescent Game Users
Lee Kang-Jin

Lim Jung-Gi
Abstract
This study is aimed at empirically verifying the effects of game use, away from the negative view of game use by adolescent. Data analysis was conducted by the Korea Creative Content Agency and applied a multivariate latent growth model using data from the first to fourth rounds of a panel survey of game users. Studies show that positive experiences in games directly contribute to expanding youth¡¯s social resources. The positive experience of games in particular has been shown to have a greater impact on expanding the bonding social capital among social capital. Youth gaming can also expand exchanges with new people, but it can also be seen through games that can contribute to stronger ties. Also, the game experience in the first year was negative to social capital, but it was shown that the game experience increased the amount of social capital over time, indicating the meaning of the longitudinal analysis.
Through this study, it was suggested that various exploration should be made about the positive functions of game experience that are also recognized as a leisure culture.
KEYWORD
Adolescent Game Users, Game Experience, Social Capital, Multivariate Latent Growth Model
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