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  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

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전문가들의 판단에 미치는 요인 연구: 게임이용장애 질병코드화를 중심으로

A Study on the Factors Affecting Expert Judgment of Psychologists: Focused on Gaming Disorder-related Issues

한국심리학회지: 건강 / The Korean Journal of Health Psychology, (P)1229-070X; (E)2713-9581
2020, v.25 no.6, pp.1163-1180
https://doi.org/10.17315/kjhp.2020.25.6.006
조현섭 (총신대학교)
조성민 (마음산책 심리상담 센터장)
신성만 (한동대학교)
이장주 (이락디지털문화연구소)
  • 다운로드 수
  • 조회수

초록

본 연구의 목적은 게임이용장애 질병코드화에 대한 심리학 전문가들의 판단에 영향을 미치는 요인들과 그 영향을 탐색하는 것이다. 본 연구에서는 상관분석, 회귀분석, 매개분석을 위해 한국 심리학회 정회원 147명을 대상으로 조사를 실시하였다. 본 연구 결과, 조사대상자의 63%는 게임이용장애 질병코드화가 바람직하지 않다고 응답했다. 고연령 집단, 게임에 대한 경험이 없는 집단, 자녀가 없는 집단이 게임에 대해 더 부정적인 인식을 가지고 있었다. 게임에 대한 부정적 태도는 성격 변인에서 ‘개방성’, ‘게임경험’의 정도와 역상관을, 게임 행동의 긍정적 태도와는 정상관을 보였다. 회귀분석결과, 개방성이 청소년들에 대한 부정적 태도를 예측하는 유의한 변수였고, 청소년의 게임이용에 대한 태도를 예측하는 변인은 ‘연령’, ‘게임경험’, ‘개방성’이 유의하였다. 매개분석을 통해 청소년에 대해 부정적 태도를 가지고 있다고 하더라도 ‘개방성’의 성격을 가지고 있다면 게임에 대해서 부정적인 시각을 덜 갖게 된다는 점이 나타났다. 이러한 결과를 통해, 게임이용문제를 의료적 접근으로 해결하려는 질병코드화의 문제점과 게임이용장애 질병코드화에 대한 전문가 집단으로서 심리학계의 의견에 대해 논의했다.

keywords
게임, 게임이용장애, 질병코드화, 태도, 개방성, 심리학자, 전문가 판단, game, Gaming Disorder, attitude, openness, psychologist, expert judgment

Abstract

The purpose of this study is to explore the factors that influence experts' judgments on games and their effects. This study surveyed 147 members of the Korean Psychological Association for correlation analysis, regression analysis, and mediation analysis. In this study, 63% of the survey subjects answered that the disease coding of Gaming Disorder was not desirable. The elderly group, the group without experience in games, the group without knowledge about the game, and the group without children all had negative perceptions of the game; the negative attitude toward the game showed an inverse correlation with the degrees of 'openness' and 'game experience' in the personality variables, as well as a positive correlation with the degree of 'attitude toward the game behavior'. The regression analysis indicated that openness was a significant variable in predicting negative attitudes toward adolescents, and that 'age', 'game experience', and 'openness' were significant variables predicting adolescents' attitudes toward game use. A mediating analysis found that even if someone has a negative attitude toward adolescents, if that person has the 'openness' characteristic, that person will have a less negative view of games. Based on these results, we discussed the problem of disease coding to solve game usage problems with a medical approach and presented the opinions of the psychology community as a group of experts on the disease coding of Gaming Disorder.

keywords
게임, 게임이용장애, 질병코드화, 태도, 개방성, 심리학자, 전문가 판단, game, Gaming Disorder, attitude, openness, psychologist, expert judgment

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