• Title/Summary/Keyword: Game studies

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Study on the Chinese Declarations to the London Protocol at the Time of Its Accession (런던의정서 가입 시 중국이 제출한 통지(선언)에 대한 검토)

  • Choi, Ji-Young;Hong, Gi-Hoon;Shin, Chang-Hoon
    • Journal of Korean Society of Environmental Engineers
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    • v.34 no.2
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    • pp.126-135
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    • 2012
  • Republic of Korea designates a waste disposal site within the fishing zone administered jointly with Chin in the Yellow Sea. The issue of waste disposal at sea is subject to the 1996 Protocol to the Convention on the Prevention of Marine Pollution by Dumping of Wastes and Other Matter commonly called London Protocol. China, one of the contracting parties declared that if China becomes a party to a dispute concerning the interpretation and application of the Protocol, the Arbitral procedure of the Protocol shall only be applied with written consent of the Government of China according to the Article 16.5 of the Protocol at the time of its accession. The Article allows any State may declare that, when it is a party to dispute about the interpretation or application of precautionary approach or polluter pay principle, its consent will be required before the dispute may be settled by means of the Arbitral procedure of the Protocol. This paper analyzes the legal basis of Chinese declaration and its implication to parties that may be in dispute with China using international precedents of similar nature and a game theory.

A Systematic Literature Review of Research Trends in Domestic Gamification (국내 게이미피케이션 연구동향에 관한 체계적 문헌고찰)

  • Han, Anna
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.566-578
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    • 2018
  • The purpose of this study is to examine trends and achievements of domestic gamification studies and to suggest further research directions. For this purpose, I collect references in domestic gamification and then analyze them through a systematic literature review. Through search DB, 131 references were collected, the references were analyzed by year, purpose, research type, research methods, and research results. The results showed that the amount of gamification research has increased steadily, and academic discussion in the non-game context has increased sharply since 2015. The results of analysis by research purpose showed that the most research was conducted to evaluate the effectiveness of the strategy, program, and design of gamification. The results of research type showed solution, evaluation, position paper, and validation study in that order. In terms of research methods, literature research was the most common, followed by quantitative, qualitative and mixed research. In the analysis of 45 papers that reported the research results, it was found that there were 21 articles about psychological effects, 17 articles about behavioral effects, and 7 articles about psychological and behavioral effects. Further research directions are suggested based on the review results.

Cognitive Development Effect of Mass Media: Revealing the Relationships among Mass Media Consumptions, Intelligence, and Academic Achievement (매스미디어의 인지개발효과: 매스미디어 이용과 다중지능, 그리고 학업성적과의 관계)

  • Chang, Ik-Chin
    • Korean journal of communication and information
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    • v.37
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    • pp.377-417
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    • 2007
  • This study examines some cognitive development effects of mass media while testing the relations between mass media consumption and academic achievement and intelligence. In this research, students' television, newspaper, and internet consumption behaviors are used as independent variables which include motivations and magnitude of various content categories' and total consumption of those media. Dependent variables are school courses' test scores and eight intelligence scores based on Howard Gardner's multiple intelligence theory. It was found that media consumption magnitudes of various content categories have the most strong effects on those dependent variables. Each of various media consumption behaviors are found to have different effects according to which variable is dependent. For example, total internet consumption have positive effects on logical-mathematical intelligence but negative effects school achievements. Internet game sight have positive effects on logical-mathematical intelligence but negative effects on musical intelligence. It may be concluded that cognitive development is dependent mainly on what media contents students consume. Media consumption behaviors may have positive effects on some kinds of cognitive development and negative effects on other kinds. In other words, television or internet may have positive effects on academic achievement or intelligence contrary to popular thinking.

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The Variables Affecting the Internet Overuse of Adolescents - An Analysis by Gender, School Grades and School Systems - (청소년의 인터넷 과다 사용에 영향을 미치는 변인 - 청소년의 성, 학교, 계열별 분석 -)

  • Lee, Kyung-Hwa;Ryu, Kyung-Hee
    • Journal of Korean Home Economics Education Association
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    • v.23 no.2
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    • pp.71-87
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    • 2011
  • In this study, we investigate the individual-, parents-, and family-related variables affecting the internet overuse of adolescents by the gender, school grades and school systems, which is based on surveys of 480 students in the middle and high school, employing multiple regression analysis. Major findings are as follows. 1. In the case of male students, internet use was higher when the students are playing online games more often, when the students are under stress, or when they have lower self control. In the case of female students, internet use was higher when the students are playing online games more often or when the students are visiting pornographic sites more often. 2. In the case of middle school students, internet use was higher when the students play online games more often, when they use file downloads more often, when they have lower self control, or when they have parents who are setting lesser rules on the students' internet use. In the case of high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they have lower self control, when they use e-mails less frequently, when they have fathers with better internet ability, or when they are under parents' strict control. 3. In the case of academic high school students, internet use was higher when they play online games more often, when they engage in internet club activities more actively, when they visit pornographic sites more often, when they have lower self control, when they have mothers with poor internet ability, when they use e-mails less frequently, or when they have fewer number of close friends. In the cases of vocational high school students, internet use was higher when they play online games more often, when they are under more stress, when they get better grades, when they have fathers with better internet ability, when they are under parents' strict control, or when they have lower self control.

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The relationship between the major market-based media and the government in Korea (한국의 민주화와 미디어 : 정부와 시장 주류 미디어의 관계)

  • Jo, Hang-Je
    • Korean journal of communication and information
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    • v.16
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    • pp.168-206
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    • 2001
  • This study attempts to examine the relationships between the major market-based media and the government after closing military regime era, 1961-1987. After the military regime was collapsed, while the mass media in Korea obtained independence and autonomy from government, they have been confronted with the terrible competition not so much comparatively as before. The watchdog role in the traditional liberalism, which is regarded as normative relationship between the media and the government would be transformed in accordance with the market condition and the maturity of democracy. Thus, the watchdog metaphor has been variously deviated in rower-centered society; lap dog, guard dog, attack dog. liberalists argue that the primary democratic role of the media is to art as a public watchdog overseeing the state. Social democrats, however, criticize them as simplistic conception which could be only applied to the government. They argue that the media should be seen as a source of redress against the abuse of all forms of power over others; the home, the economy, and the civil society. The lap dog view is that the media is overwhelmingly dependent on the established power structure contrary to the watchdog. While the guard dog perspective is a means to preserve the power structure alarming with playing 'conflict role', the attack do8 aims to the private interest of the media in intruding into the politics. The attack dog perspective by T. Patterson could be composed of the interpretive style of report, the game schema report over the policy schema in the election, and the negativism against politics and government. The market-dominant press has been likely to transform from lap-guard dog into attack-guard dog. In Roh Tae Woo government(1988-1992), while the press was a lessened lap-guard dog before three parties merger in 1990, after merger the press had been transformed as the reinforced lap-guard dog because this merger entailed joint, party-to-party negotiations, and the formation of the new party preceded by dissolution of the ruling blot. In the early stage of Kim Young Sam government(1993-1997), the press has kept in pace with the reform movement drive-forced by the government. However, the press withdrew the support of Kim's reform in reaching the level of threat to ruling bloc. The press coalesced only circumstantially with government and was interested in preserving some margin of independence. The failure of Kim's reform proved the political muscle of the press in post-autho-ritarianism. In the middle stage of Kim Dae Jung government (1998-) that resulted in the shift of power structure as once-opposition party leader, the stress has been a manifested attack-guard dog owing to the anti-cold war policy, the realignment policy of power, and the minority-base of Kim's government. The press has endeavored to hold political communication within limits relatively less threatening to the established order.

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A Study of the Similarities between Comic Subtitles on Korean Television and Visual Codes in Comics (커뮤니케이션 메시지의 생산과 수용에 대한 매체기호학적 연구를 위한 제언 : 한국 텔레비전의 자막 사용이 갖는 특성을 중심으로)

  • Ju, Hyeong-Il
    • Korean journal of communication and information
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    • v.15
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    • pp.75-115
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    • 2000
  • In Korea, since the mid 1990s, the subtitles are largely employed on television programs especially on diverting programs like talk shows and game shows. The functions of these subtitles are different from those of the traditional subtitles. The traditional subtitles are used to give credits, explain an action, or represent dialogue, to be brief they are used to give informations. But the new type of subtitles are used to amuse the public. Not only the new subtitles represent words of the guests but also they present opinions or judgements of the program producer. They show also what to give attention to, what the guest feels and finally what to laugh at. These subtitles are very well received by the public. So they are employed more and more frequently by lots of programs. These subtitles will be ratted comic subtitles because their principal function Is to raise a laughter and to make fun. The purpose of this study is to attempt to find some particularities concerning the uses of the comic subtitles on Korean television. The study suggests that the comic subtitles call for the very known social codes because they should be understood clearly by the public. The forms and styles of the codes employed in the comic subtitles are very similar to those used in the comics. Some graphic codes especially developed in the comics are employed with success in the comic subtitles. The comic subtitles are aiming to amuse and provoke a laughter by written text and visual codes usually employed in the comics. But why does the program producer use the comic titles for make the public laugh? Laugh is not a emotional reaction but a act caused by the intellectual judgement. Written text and visual codes employed in the comic subtitles permit to judge the situation intellectually because they give to the public a moment for think about what they treat. They permit the public to see more clearly the situational relations which can provoke a laughter. The comic subtitles constitute now one of the main elements on Korean television. It means that the insertion of writing in the audiovisual media is popular in Korea. The study suggests that there is something in Korean culture which can favours this insertion : in Korea, writing has never been separated from painting. It seems that in Korea, there has been no clear separation between written culture and visual culture. But this point must be approached more carefully and needs profound researches.

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An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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Moderating Effect of Learning styles on the relationship of quality and satisfaction in the context of Business Simulation Game (시뮬레이션활용 경영 교육의 품질요인과 성과에 대한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Service Research and Studies
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    • v.7 no.4
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    • pp.151-164
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    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in the use of business simulation tools in business education. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of education using simulation were classified into contents, education environment, interpersonal activities, and instructor support while learning styles were classified into proactive, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of education using business simulation had a strong positive effect on user satisfaction. Proactive and environment-dependent group had higher satisfaction than other groups. Learning styles had moderating effects on the quality-satisfaction relationship, and the direction and degree varied depending on the quality factors and learning styles. Theoretical and practical implications were drawn from these findings.

A Kinematic Analysis of the Defence Types during Body Lock Technique in the Ground Wrestling (그라운드 레슬링 가로들기 공격 시 수비 유형의 운동학적 분석)

  • Hah, Chong-Ku;Ryu, Ji-Seon
    • Korean Journal of Applied Biomechanics
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    • v.17 no.1
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    • pp.155-164
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    • 2007
  • This study is to find out effective defensive type by analysis on differences among three different defence types of the body lock technique in the ground wrestling. The subjects are 5 athletes who are in 60kg weight class. To get the kinematic analysis seven ProReflex MCU-240(Motion Capture Unit), infrared rays cameras, which was produced by Qualisys, were used to get a two-dimensional coordinate. Following are the analysis result from kinematic factors such as time element, speed element and angular element. 1. During position of ground wrestling, the average necessary time until defender's hip joint touches the mat for Phase1 was $0.34{\pm}0.14sec$ at side position was the shortest space of time out of three types, and Phase2 was $0.21{\pm}0.02sec$ at front position was the shortest space of time out of three types. Moreover, side defence position was the shortest for total average necessary time with $0.78{\pm}0.05sec$. 2. The movement change for hip joint was $57.21{\pm}20.17cm$ for front, $43.35{\pm}7.13cm$ for rear, and $18.67{\pm}10.24cm$ for side at Phase1 and $42.08{\pm}17.56cm$ for side, $16.61{\pm}6.34cm$ for front, and $1.48{\pm}1.29cm$ for rear at Phase2. 3. Movement speed of hip joint at defensive type were most effective in success and fail rate at Phase 1 and its frontal average speed was fastest with $1.01{\pm}0.23m/s$ following by $0.52{\pm}0.15m/s$ for side, and $0.62{\pm}0.15m/s$ for rear. The average for total change of speed is $0.79{\pm}0.32m/s$ for front, $0.78{\pm}0.17m/s$ for side, and $0.49{\pm}0.08m/s$ for rear. 4. The joint angle gets smaller in a order by rear, front, and side for the size of hip joint angle and knee angle for different defensive type. 5. As a result of one-way ANOVA on linear velocity for hip joint in frontal defence(phase1) was significance ($\alpha$=.05), but phase 2 was not significance. Synthetically, analyzing on differences among three different defence types which were front, rear, and side of the body lock technique in the ground wrestling, front defensive type was the most effective. In future, there should be more studies regarding on defence at not a laboratory study but a field study to help out wrestler to pertinent techniques to improve the game of wrestling.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.