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논문 기본 정보

자료유형
학술저널
저자정보
차명희
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인문사회예술융합학회 문화와융합 문화와 융합 제43권 제5호
발행연도
2021.5
수록면
43 - 63 (21page)

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This study is about college students whose game time has increased since Corona 19. The purpose of the study is to understand the living world of college students by knowing what is inherent in the increasing behavior of game time. The research method used Van Manen s phenomenological research method. The data collection of the study was collected through one-on-one in-depth interviews of five research participants. According to the analysis of the data, the increase in game time for college students was mainly attributed to the economic recession caused by Corona 19. The economic recession has led to a decrease in the number of new employees employed by companies, and the lack of opportunities for employment has led to lethargy, loss, anxiety, and He experienced depression, and the stress of getting a career was linked to games and played a role in changing careers. Based on the research results, he suggested that psychological counseling, active response to employment, and understanding of games as educational tools are needed.

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1. 서론 2. 문헌고찰 3. 연구방법 4. 연구결과 5. 논의 및 제언

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