지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
이용수11
Ⅰ. 서 론···············································································11. 연구의 필요성···································································12. 연구 목적········································································63. 연구 가설········································································6Ⅱ. 연구 방법·······································································71. 연구 대상·······································································72. 연구 기간·······································································73. 연구 도구·······································································84. 연구 절차······································································105. 자료 분석·······································································15Ⅲ. 연구 결과········································································161. 연구 대상자의 일반적 특성··················································162. 가상현실 게임 적용에 따른 심리·사회적 변화································193. 가상현실 게임 적용에 따른 삶의 만족도 변화································254. 대상자의 우울, 대인관계, 삶의 만족도의 상관관계··························26Ⅳ. 고 찰·················································································27Ⅴ. 결 론·················································································33참 고 문 헌··············································································35영 문 초 록··············································································44<부 록>··············································································47
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