• Title/Summary/Keyword: Game use

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Social Development and Self-Efficacy on Use of the Internet in Adolescence (인터넷 사용유형에 따른 청소년의 사회성과 자기효능감)

  • An, Sun-Jung;Choi, Bo-Ga
    • Korean Journal of Child Studies
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    • v.29 no.1
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    • pp.33-48
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    • 2008
  • This study analyzed social development and self-efficacy in use of internet in adolescents. Subjects were 510 7th, 8th, 10th, and 11th grade students in Daegu. Instruments were the modified Activities Questionnaire for Students (Heitner & Erica, 2(02), the Personality Inventory for Youth (Heitner & Erica, 2002) and the Self-Efficacy Scale (Song, 1998). Findings were that (1) male students use more synchronous (multi-game) but female students use more asynchronous (e-mail) and asocial (web-surfing) internet activity. (2) Synchronous social internet (multi-game) users were more social and more efficient than asynchronous (e-mail) and asocial (web-surfing) internet users.

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The Effect of Health Consciousness and Playfulness on Intention to Use Tangible Fitness Game: Extended TAM (건강의식과 유희성이 체감형 피트니스 게임수용에 미치는 영향: 확장된 기술수용모델)

  • Jang, Han-Jin;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.1-11
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    • 2017
  • This research verified that how Health-Consciousness and Enjoyment can have influence on the Technology Acceptance Model(TAM) using Structural Equation Model(SEM) to suggest a Tangible Fitness Game(TFG) acceptance model. First of all, perceived usefulness and ease of use, the core factors of TAM could influence on the intention to use TFG, so the applicability of TAM was confirmed in the context of using TFG. Health-consciousness, defined as some beliefs and interests on the importance of health, was found to have an positive effect on perceived usefulness and have an influence on the intention to use TFG. Enjoyment also influenced on the intention to use through usefulness and ease of use. This research contributes to make elaborate theoretical accounts by verifying some factors influencing on the intention to use TFG using Extended Technology Acceptance Model.

A Study on Design of a Serious Game of 'Law and Order' for Both Parents and Children (부모와 자녀가 함께 하는 법질서 기능성 게임설계 연구)

  • Kim, Byoung-Wook;Kim, KyungSik;Kang, JoonMo;Park, HyungJoon
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.29-40
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    • 2015
  • Education of 'Law and Order' is necessary in our recent society. However it is so difficult subject for students in the elementary schools to be learned efficiently. In this research, we have studied how to utilize the game as an educational contents with good effects of the game. And we have designed a game in which children could experience various situations where they had to make decisions based on proper law and order. Parents were also encouraged to participate and play along the game with role balances as mentors to their children. The effectiveness was tested with experience of the developed prototype game and questions. Through the study we expect and hope to use games as effective learning tools for children in the future.

Robot Hopscotch Game Using Mobile Robots (이동 로봇을 사용한 로봇 팔방 놀이)

  • Ko, Nak-Yong;Moon, Yong-Seon;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.296-303
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    • 2011
  • This paper describes a game called the "robot hopscotch game" which uses mobile robots. In this game, a mobile robot moves on a board which consists of a number of square cells. This is similar to the usual hopscotch game in which a human player hops through a course on the ground. In the robot hopscotch game, each cell has a visual light communication unit. The unit sends identification signal and the robot which moves over the cell receives the signal for location recognition. In the game, a human player or a human operator competes with a robot or other human player on how accurately and fast they move to a goal location passing through the given way point cells. People played the game at the RoboWorld 2008 which was held at COEX Seoul, on 16th to 20th of October 2008. The replies to the questionnaire to the users show that users have interests on the game and expect further expansion of robot use though they are not in favor of the robot's outlook and they feel inconvenience on manipulation of the robot.

Study on the Contexts and Meanings of Adolescents' Addictive Game Play (청소년의 중독적 게임하기 맥락과 의미에 관한 연구)

  • Jeon, Gyongran;Lim, Sohei
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.83-94
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    • 2012
  • Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.

Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

Study on the game graphic contents of the China's MMORPG (중국 MMORPG 그래픽 콘텐츠에 관한 연구)

  • Ning, Shu-jia;Kueng, Byung-Pyo;Ryu, Seuc-ho;Lee, Wan-bok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.15-29
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    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

Evaluation of AHP-Based Mobile MMORPG Game Interface Usability (AHP 기반 모바일 MMORPG 인터페이스 사용성 평가)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.255-261
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    • 2015
  • The use of games using smartphones have become universal, and the market share of MMORPG among various game genres shows an uptrend. However, MMORPG requires complex interface in view of the genre characteristics, and therefore, there are difficulties in building interface for efficient game play. This study analyzed game interface characteristics to suggest MMORPG game interface suitable for the mobile environment, and carried out a questionnaire survey evaluation on the usability of fight, exploration, character and transaction interfaces targeting 12 users. To quantitatively evaluate the subjective questionnaire survey results, this study analyzed a correlation between the characteristics of game interface and popularity using AHP. As a result, there was a close correlation between game selection & popularity and interface, and this study ascertained that interface development through game interface usability evaluation using AHP was possible.

Reflection and Suggestions on the Effects of Game Culture Policy (게임문화정책의 효과에 대한 성찰과 제언)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.95-110
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    • 2018
  • The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.