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A Review of Major Issues on Research for Online Video Game Use and Sociability
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Shin, M.J. | - |
| dc.contributor.author | Lee, K.M. | - |
| dc.contributor.author | Ryu, J.-K. | - |
| dc.date.accessioned | 2023-04-28T00:41:09Z | - |
| dc.date.available | 2023-04-28T00:41:09Z | - |
| dc.date.issued | 2020 | - |
| dc.identifier.issn | 1598-2327 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/7102 | - |
| dc.description.abstract | Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research. © 2020 | - |
| dc.format.extent | 22 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | Seoul National University, Institute for Cognitive Science | - |
| dc.title | A Review of Major Issues on Research for Online Video Game Use and Sociability | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.19066/COGSCI.2020.31.3.001 | - |
| dc.identifier.scopusid | 2-s2.0-85122950838 | - |
| dc.identifier.bibliographicCitation | Journal of Cognitive Science, v.31, no.3, pp 55 - 76 | - |
| dc.citation.title | Journal of Cognitive Science | - |
| dc.citation.volume | 31 | - |
| dc.citation.number | 3 | - |
| dc.citation.startPage | 55 | - |
| dc.citation.endPage | 76 | - |
| dc.type.docType | Article | - |
| dc.identifier.kciid | ART002633903 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | scopus | - |
| dc.description.journalRegisteredClass | esci | - |
| dc.description.journalRegisteredClass | kciCandi | - |
| dc.subject.keywordAuthor | interactive digital media | - |
| dc.subject.keywordAuthor | online video game | - |
| dc.subject.keywordAuthor | social compensation hypothesis | - |
| dc.subject.keywordAuthor | social competence | - |
| dc.subject.keywordAuthor | social displacement hypothesis | - |
| dc.subject.keywordAuthor | stimulation hypothesis | - |
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