• Title/Summary/Keyword: Game Attitude

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The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

The Quality and Efficiency of Time in Learning of Mathematics (수학학습에서 시간의 질과 효율성)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.11 no.2
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    • pp.161-176
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    • 2007
  • It is useless to say that time is precious and important. So it does when we emphasize the importance of studying the quality and efficiency of time in learning, especially in the learning of Mathematics. In this respect, this study aims to examine the overall structure of time application in the learning of Mathematics, understanding the state and problems of Mathematics education in respect of time application, and finally seeking to find the solutions for the problems. As a first step, the items below were examined for the solutions: First, the eight viewpoints of time in Mathematics education was examined and the meaning of each viewpoint was analysed. Second, the variables resulting from teachers was examined. The preconditions for mathematics education, the attitude towards Mathematics classes, viewpoints of mathematics, the forms of self-expression, the way of utterance can be considered as the variables mentioned above. Third, the variables resulting from students was examined. Learning attitude, specific activity(both meaningful and meaningless), practical uses of teaching tools, game activities, the ways of communication and problem solving can be examined as well. In conclusion, it needs to be stressed that Mathematics class should be the meaningful time for learners, parents, and teachers. The class should guarantee the satisfaction of the learners. In other words, even if physical time is applied the same to everyone, it may differ in degree of quality and value of time application according to the way one spends the time.

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A preparation and Strategy against Chemical and Biological Terrorism (화생방 테러의 양상과 예방대책)

  • Kim, Kyung-Hoe
    • Korean Security Journal
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    • no.5
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    • pp.19-40
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    • 2002
  • For front, aspect of terror may have to prepare indeed even chemical terror or rocket and small size missile and radioactivity terror because is predicted to become various. Furthermore, when see motion of every countries about nuclear engineerses' bringing round and illicit sale of plutonium, our country may have to prepare in terrorism which is expected thus. So that can finish international event successfully because the United States of America supports great manpower and budget since New York's World Trade Center terror and when see that is considering terror prevention countermeasure, we operate temporarily bursting tube state complete charge team such as terror by each field specialist such as a concern interested including special CBR complete charge moving team among 2002 World Cups soccer game period ahead of international event, must consider safety countermeasure. Specially, biology weapon of chemical weapon and cholera etc. 13 kinds of 5000ton that North Korea plans CBR terror society confusion that North Korea that to terror support nation as well as nuclear weapons development suspicion is defending South Korea communization strategy as real condition that is amplified as well as is saving production brand gets imprinted uses CBR terror at normal times, when see that is planing powerlessness communization unity using CBR weapon at time of war, must operate until bias 2002 World Cups international event finishes cooperation safety countermeasure utensil safely under closer talk between the South Korea ${\cdot}$ Japan ${\cdot}$ North Korea. As for us which must serve 2002 World Cup successfully to accomplish perfectly preparedness of CBR terror firstly, all inhabitants knows well CBR protection trick, and secondly, CBR existing formation that solidify realignment CBR complete charge moving team which of course is consisted of CBR specialist compose and keeping immediate going out attitude operating, by third, that expand CBR individual protection equipment and CBR evacuation equipment and establish individual and group protection attitude naturally, supplement as there is main room that actualize CBR pollution patient's slogan countermeasure by fourth, and develop standard model for CBR terror provision by fifthBecause constructing infra of CBR safety establishing CBR preparedness that utilize it, must minimize damage and contribute inhabitants' life and property protection.

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A Knowledge Structure for Physical Education Application of Ecological Marine Sports; Focusing on Volleyball Games and Swimming (생태형 해양스포츠의 체육교육 적용을 위한 지식구조; 배구형 게임과 수영을 중심으로)

  • Byung-Kweon Chang
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.6
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    • pp.738-747
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    • 2022
  • The purpose of this study is to construct a knowledge structure for the application of physical education in ecological marine sports. As specific exercises, a volleyball game (beach volleyball) and open water swimming were set, and a knowledge structure analysis framework was used for the study. Expert consultation was conducted to secure the validity of the study. The study results are as follows. First, a knowledge structure based on the 2022 revised physical education curriculum was prepared. Second, the basis for the application of physical education classes for ecological marine sports was prepared. Third, learning contents in the knowledge·understanding domain, process·functional domain, and value·attitude domain of beach volleyball were proposed. Fourth, learning contents of knowledge·understanding domain, process·function domain, and value·attitude domain of sea swimming were proposed. This study is meaningful in that it prepared in advance for the realization of the 2022 revised physical education curriculum to be introduced in the future.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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Analysis of China's Aid to North Korea: Focusing on The Two-level game theory (중국의 대북지원 결정요인에 관한 연구: 양면게임이론을 중심으로)

  • Kim, Hyun-Jung;Park, Sunhwa
    • Korea and Global Affairs
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    • v.2 no.1
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    • pp.113-136
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    • 2018
  • The purpose of this study is to start from the recognition of the problem of why the sanctions of the international community could not indicate a great effect. In order to find answers to this question, this study focuses on China's aid to North Korea and analyzes the determinants of support for North Korea. Despite a tough international community's sanctions against North Korea, China has taken a dual stance on sanctions and support for North Korea. As for this dual attitude of China, this study approaches the internal and external situation of the support to the North with the rationale for the Two-level game theory. China's sanction against North Korea could be divided into two categories: external factors and domestic factors. These factors include strengthening supremacy in China, checking the US, playing a responsible role in China, securing resources in North Korea, sustaining stable growth in China, maintaining the legitimacy of China's socialist political system, and spreading the Beijing consensus. Based on the analysis of these factors, it could be expected that China's aid for North Korea will be official, informal, or continuous, and it will be difficult for the North to stop supporting North Korea or deteriorating North Korea- China relations.

Transactional Analysis and integrated application of Psychodrama: Focusing on drama triangle (교류분석과 사이코드라마의 통합적인 적용 - 드라마 삼각모형을 중심으로 -)

  • Chin, Hye Jeon
    • The Korean Journal of Psychodrama
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    • v.21 no.2
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    • pp.73-95
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    • 2018
  • The purpose of this study is to show an example of the integrated application of The Transactional Analysis and Psychodrama in order to help various experimental attempts and Empowering of psychodramatists. The Drama Triangle, a game model developed by Kaufman, can be well explained through the Psychodrama. Linda Condon introduced role reversal, mirroring, and auxiliary ego, double ego technique that helps act in psychodrama through a model for restoring dysfunction. The Acting out of Psychodrama provides emotional experiences and experiences that can not be presented in Transactional analysis. Through the couching technique Psychodrama, it is possible to accurately inform the situation of the victim, the persecutor, and the rescuer who plays the psychological game. Also, couching technique can perform role training for solution. The concept of the ego state of The Transactional analysis can be useful for the director to understand the Protagonist's language and attitude and to set the scene. This paper shows an example of the application of the Transactional Analysis approach and the Psychodrama integration through the act of the drama triangle game, which is the concept of Transactional Analysis, and it is meaningful to propose a circular relationship framework of the role developed by the author .

A Study on the Method of Approach for Participatory Design in Community - Focused on the Case Study In a Senior Hall - (커뮤니티 참여디자인의 접근방법에 관한 연구 - 노인회관의 사례연구를 중심으로 -)

  • 박우장
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.45-55
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    • 2004
  • This study theoretically investigated the conceptional and technical aspect of participatory design as an approaching scheme for participatory design in community This study operated a case study in an senior hall which is expected to be the important institution for future aging society This study discussed the tool's potentialities after investigating technique's developments and usefulness. The main result of study is as follows 1) Conceptual approachment for participatory design in community starts with the attitude of designers establishing moral, philosophical and social sense of value as the mediator in city and region. And proceed the design in the method of mediating the opinion with the members of the community and the government. 2) The technical approachment should be more concentrated with the method of making the members interested and treat the rationalized process and proceedings more important. And develop this as a tool which Is easily understandable, more convenient when working, and has a adaptability in application. 3) The given technique in case study is produced with the data of demanded rooms, preferred image, priority, and room-layout game, and verified it's usefulness by analyzing and discussing of process and technique, and this technique can be useful after specific complement work as a result.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

A Distributed Decision-Making Mechanism for Wireless P2P Networks

  • Wu, Xu;He, Jingsha;Xu, Fei;Zhang, Xi
    • Journal of Communications and Networks
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    • v.11 no.4
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    • pp.359-367
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    • 2009
  • Trust-based solutions provide some form of payment to peers to encourage good behavior. The problem with trust management systems is that they require prior knowledge to work. In other words, peers are vulnerable to attack if they do not have knowledge or correct knowledge of other peers in a trust management system. Therefore, considering only trust is inadequate when a decision is made to identify the best set of peers to utilize. In order to solve the problem, we propose a distributed decision-making mechanism for wireless peer-to-peer (P2P) networks based on game theory and relevant trust mechanisms in which we incorporate the element of trust and risk into a single model. The main idea of our mechanism is to use utility function to express the relationship between benefits and costs of peers, and then make the decision based on expected utility as well as risk attitude in a fully distributed fashion. The unique feature of our mechanism is that it not only helps a peer to select its partners, but also mitigates vulnerabilities in trust-based mechanisms. Through analysis and experiments, we believe our approach is useful for peers to make the decision regarding who to interact with. In addition, it is also a good starting point for exploring tradeoffs among risk, trust and utility.