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청소년의 여가·문화를 위한 몰입·중독 컴퓨터게임 선별준거 연구 : (A)Study on flow vs. addictive computer game standards, for leisure and culture of adolescents

DC Field Value Language
dc.contributor.advisor이미나-
dc.contributor.author권재원-
dc.date.accessioned2010-01-22T01:31:29Z-
dc.date.available2010-01-22T01:31:29Z-
dc.date.copyright2004.-
dc.date.issued2004-
dc.identifier.urihttp://dcollection.snu.ac.kr:80/jsp/common/DcLoOrgPer.jsp?sItemId=000000054600kog
dc.identifier.urihttps://hdl.handle.net/10371/42173-
dc.description학위논문(박사)--서울대학교 대학원 :사회교육과 일반사회전공,2004.ko
dc.format.extentvii, 113 p.ko
dc.language.isokoko
dc.publisher서울대학교 대학원ko
dc.subject주요어: 몰입ko
dc.subjectKey words: flowko
dc.subject최적 경험ko
dc.subjectOptimal experienceko
dc.subject자기 목적적 컴퓨터게임ko
dc.subjectAutotelic computer gameko
dc.subject보상강화 컴퓨터게임ko
dc.subjectReward-reinforcing computer gameko
dc.subject컴퓨터게임 중독증ko
dc.subjectComputer game addictionko
dc.subject다중선형회귀분석ko
dc.subjectMulti-linear regression.ko
dc.title청소년의 여가·문화를 위한 몰입·중독 컴퓨터게임 선별준거 연구ko
dc.title.alternative(A)Study on flow vs. addictive computer game standards, for leisure and culture of adolescentsko
dc.typeThesis-
dc.contributor.department사회교육과 일반사회전공-
dc.description.degreeDoctorko
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