{"created":"2023-05-15T12:06:15.197766+00:00","id":821,"links":{},"metadata":{"_buckets":{"deposit":"3f31ba87-c640-4d62-825d-b0b66656c54b"},"_deposit":{"created_by":16,"id":"821","owners":[16],"pid":{"revision_id":0,"type":"depid","value":"821"},"status":"published"},"_oai":{"id":"oai:mukogawa.repo.nii.ac.jp:00000821","sets":["206:207"]},"author_link":["4560"],"item_10002_biblio_info_7":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicIssueDates":{"bibliographicIssueDate":"2016-07-15","bibliographicIssueDateType":"Issued"},"bibliographicPageEnd":"14","bibliographicPageStart":"12","bibliographicVolumeNumber":"24","bibliographic_titles":[{"bibliographic_title":"武庫川女子大学情報教育研究センター紀要","bibliographic_titleLang":"ja"}]}]},"item_10002_description_5":{"attribute_name":"抄録","attribute_value_mlt":[{"subitem_description":"最近,中国や韓国を中心に,インターネットゲームによる心身の障害の事例が多数報告され,DSM-5 においても「今後の研究のための病態」としてインターネットゲーム障害(IGD)が取り上げられている。インターネットゲームは一般に,チームでプレイし,そこでは社会的相互作用が生起する。つまり,インターネットゲームは「SNS」と「ゲーム」という2つの「バーチャル社会」から構成され,プレイヤーはこれら二重のファンタジーに囚われているのである。本稿では,DSM-5に取り上げられたIGD(有病率,危険因子,併存症,脳機能)を紹介するとともに,IGDの好発年齢である青年期より前の児童期からの予防的介入がとくに求められることを指摘した。","subitem_description_language":"ja","subitem_description_type":"Abstract"}]},"item_10002_identifier_registration":{"attribute_name":"ID登録","attribute_value_mlt":[{"subitem_identifier_reg_text":"10.14993/00000815","subitem_identifier_reg_type":"JaLC"}]},"item_10002_publisher_8":{"attribute_name":"出版者","attribute_value_mlt":[{"subitem_publisher":"武庫川女子大学情報教育研究センター","subitem_publisher_language":"ja"}]},"item_10002_source_id_11":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AA12659557","subitem_source_identifier_type":"NCID"}]},"item_10002_source_id_9":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"2188-0425 ","subitem_source_identifier_type":"ISSN"}]},"item_access_right":{"attribute_name":"アクセス権","attribute_value_mlt":[{"subitem_access_right":"open access","subitem_access_right_uri":"http://purl.org/coar/access_right/c_abf2"}]},"item_creator":{"attribute_name":"著者","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"萱村, 俊哉","creatorNameLang":"ja"},{"creatorName":"カヤムラ, トシヤ","creatorNameLang":"ja-Kana"},{"creatorName":"KAYAMURA, Toshiya","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_files":{"attribute_name":"ファイル情報","attribute_type":"file","attribute_value_mlt":[{"accessrole":"open_date","date":[{"dateType":"Available","dateValue":"2017-09-21"}],"displaytype":"detail","filename":"P12-14.pdf","filesize":[{"value":"784.3 kB"}],"format":"application/pdf","licensetype":"license_note","mimetype":"application/pdf","url":{"label":"P12-14.pdf","objectType":"fulltext","url":"https://mukogawa.repo.nii.ac.jp/record/821/files/P12-14.pdf"},"version_id":"a3cc9f15-8b1b-47d1-b5e5-085d7f7c9ad7"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"インターネットゲーム障害"},{"subitem_subject":"ファンタジー"},{"subitem_subject":"予防的介入"},{"subitem_subject":"SNS"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourcetype":"departmental bulletin paper","resourceuri":"http://purl.org/coar/resource_type/c_6501"}]},"item_title":"「インターネット・ゲーム障害」(IGD)を考える","item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"「インターネット・ゲーム障害」(IGD)を考える","subitem_title_language":"ja"}]},"item_type_id":"10002","owner":"16","path":["207"],"pubdate":{"attribute_name":"PubDate","attribute_value":"2016-09-15"},"publish_date":"2016-09-15","publish_status":"0","recid":"821","relation_version_is_last":true,"title":["「インターネット・ゲーム障害」(IGD)を考える"],"weko_creator_id":"16","weko_shared_id":-1},"updated":"2024-04-24T00:46:00.069604+00:00"}