• Title/Summary/Keyword: Group game

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Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction

  • Lim, Ji-Yun;Kim, Jong-Hoon;Lee, Seul-Mi;Jang, Woo-Hyuk
    • The Journal of Korean Physical Therapy
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    • v.33 no.3
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    • pp.123-130
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    • 2021
  • Purpose: Despite the existence of Snoezelen method, there is no case of researching the effects on game addiction. Therefore, this study aims to investigate the effects of Snoezelen therapy on stress, depression, anxiety and quality of life of college students who overuse computer games or mobile phone games. Methods: Eight students who responded to spend more than 30 hours of computer or mobile phone games in the selection questionnaire were recruited (The total respondents were 224 students). Students were randomly assigned to either the study group (4 students) or the control group (4 students). Stress (Korean version of Perceived Stress Scale, K-PSS), depression (Korean Screening Tool for Depression Disorders, K-DEP), Anxiety (Korean Beck Anxiety Inventory, K-BAI) and quality of life (Short Form Health Survey version 2 [SF-36]) were assessed three times (before intervention [pre], post-3 weeks [post 1], post-6 weeks [post 2]). Results: First, the study group (-4.75±3.86) and control group (1.00±2.71) showed significant difference (p<0.05) in the analysis of score changes between pre-test and test at 6 weeks (post 2) for K-DEP. Next, pre-test and test at 3 weeks of intervention (post 1) for K-BAI showed significant difference (p<0.05) in the study group (-2.50±1.91) and control group (2.25±2.99). In addition, pre-test and test at 6 weeks (post 2) showed significant difference (p<0.05) for the study group (-3.00±1.51) and control group (4.75±6.24). Conclusion: The study confirmed the possibility of Snoezelen therapy as a therapy method to induce effective responses in stress, depression, anxiety, and quality of life of college students with game addiction.

The Effects of Phonological Awareness Games using an Educational Robot on Young Children's Reading Abilities and Reading Interests (교육용 로봇을 활용한 음운인식 게임 활동이 유아의 읽기 능력과 읽기 흥미에 미치는 영향)

  • Lee, Hawon;Cho, Hyekyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.911-919
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    • 2022
  • In this paper, we analyzed to find out the effects of phonological awareness game using teacher assisted robot on 5-year-old children's reading ability and reading interest. A total of 30 5-year-old children were equally divided into two groups: the experimental group and the control group. The experimental group conducted a total of 16 game activities using an educational robot twice a week for three weeks, the control group conducted the same 16 game activities without the robot during the same period. The results are as follows. Firstly, the experimental group was better in reading ability than that of the control group, especially total scores, word meaning, omission, and replacement. Secondly, the experimental group showed more interest in reading than the control group. From these findings, it can be suggested that phonological awareness games using the educational robot lay foundation to developing and enhancing on 5-year-old children's reading abilities and interest in reading.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

An Empirical Study on the Use Dissatisfaction of Online Game Contents Service (온라인 게임 콘텐츠 서비스 이용 불만에 대한 경험적 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.93-103
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    • 2009
  • The domestic online game market is rapidly growing and changing because of the game service that makes game users agreeable to their characters. However, the game service cannot satisfy with game users' need because it only considers game users' characters. As a result of this, there gives rise to side effects such as a secession from a customer group and a boycott. Furthermore, these have effect on life or death in the game market. Therefore, the purpose of this study examines game users' dissatisfaction and satisfaction about online game how to express. Through this process, this study willing to suggest a strategy for recovering service of the game company.

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A Proposal of Quality Evaluating Model for Serious Game Contents

  • Yoon, Sun-Jung;Yun, Tae-Soo
    • International Journal of Contents
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    • v.6 no.1
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    • pp.26-34
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    • 2010
  • This paper is on the premise that we need objective and measurable researches on quality evaluation of serious game for users' correct selection of games fitting for their purposes, for development of competitive high-quality game, and for stable growth of game industry. At first, we looked into various characteristics of serious game, read the present situation of game market, and proposed the necessity of quality evaluating model for serious game. To guarantee the objectivity of the proposed models, we compared and analyzed various proposals of standard model on the basis of international standard quality-evaluating model, ISO/IEC 9126 S/W. And so we extracted quality-evaluating items for serious game that composed of 8 evaluating areas and 25 sub-attributes, and presented quality-evaluating indices of each area. The proposed quality-evaluating model was added 2 areas and 8 sub-attributes to the international standard model, and the validity of the extracted items' was verified by expert group's questionnaire. Accordingly, we expect that this paper will increase game users' satisfaction, promote the development of high-quality games, and contribute to continuous growth in serious game market.

Effects of Parenting Attitude and Youth's Subjective Class Identification on Game Addiction (부모의 양육태도와 청소년의 주관적 계층감이 게임중독에 미치는 영향에 관한 연구)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Chul;Ryu, Seoung-Ho;Jeong, Eui-Jun
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.53-64
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    • 2013
  • This study investigated how parents' parenting attitude and youth's subjective class identification influence on game addiction. Total 177 youths from 16 to 24 participated an online survey. According to the results, parents' excessive expectation and youths' high level of self-control were associated with low level of game addiction. We divided a total into two groups; low subjective class identification group vs. high subjective class identification group based on the subjective class identification(SCI) scores. In low SCI group, excessive expectation and high level of self-control were associated with low level of game addiction. On the contrary, in high SCI group, only interference was associated with low level of game addiction. Parents' certain parenting attitude variables and individuals' level of SCI is strongly related to addictive use of game media and other various type of new media.

For the development Computer Game, using the Creative Group Thinking System (컴퓨터 게임 개발을 위한 아이디어 발상에 관한 연구)

  • Han Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.175-180
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    • 2006
  • The primary concern here is to discover the what and how of the computer same development. In other words, the goal of this research is help the evaluation of Creative Croup Thinking System (CGTS), become aware of areas of need for the development computer game. For the development computer game, the creative thinking is one of the most important principles. The creative thinking is the first step of the development computer game of process. In order to save time, effective qualifies, and achieve the goals, the researcher has studied the web programing on the Creative Croup Thinking System (CGTS).

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A Study on Online Game Experience and Social Self-efficacy (온라인게임경험과 사회적 효능감에 관한 연구)

  • Jang, Yei-Beech;Park, Su-Ho;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.97-105
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    • 2008
  • This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.

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A study on the Perception of Color Education of Game Major College Students and Game Designers (게임전공 대학생과 게임디자이너의 색채교육 분야에 대한 인식 연구)

  • Yu, Myung-sun;Lee, Youn-Jin
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.21-28
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    • 2022
  • Focusing on the differences in perceptions of color education fields between game majors and game designers. As a result, game major college students were surveyed to have a low recognition rate for the color field, the other group were not. for resolve the gap in perception, it's suggested need to re-educate systematic color education of game major college students and color experience of game designers in terms of securing expertise. it's expected to be presenting the direction of fostering game designers with color sense that contributes for the competitiveness of the game industry.

Effect of Game-Based Balance Training with CIMT on Pain, Muscle Strength, Range of Motion and Dynamic Balance in Female Patients with Total Knee Replacement

  • Lee, Hyo Bin;Choi, Ho Suk;Shin, Won Seob
    • The Journal of Korean Physical Therapy
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    • v.30 no.5
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    • pp.159-165
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    • 2018
  • Purpose: The aims of this study were to determine if game-based training with constraint-induced movement therapy (CIMT) is effective in improving the balance ability in female patients with a total knee replacement, and to provide clinical knowledge of CIMT game-based training that allows the application of total knee replacement. Methods: Thirty-six patients who had undergone a total knee replacement were assigned randomly to CIMT game training (n=12), general game training (n=12), and self-exercise (n=12) groups. All interventions were conducted 3 times a week for 4 weeks. All patients used a continuous passive motion machine 5 times a week and 2 times a day for 4 weeks. The visual analog scale (VAS), muscle strength of knee flexion and extension, and range of motion (ROM) of knee flexion and extension were assessed, and the functional reach test (FRT), and timed up and go (TUG) test were performed to evaluate the balance ability. Results: All 3 groups showed significant improvement in the VAS, knee flexion and extension muscle strength, FRT, and TUG test after the intervention (p<0.05). Post hoc analysis revealed significant differences in FRT, and TUG of the CIMT game training group compared to the other group (p<0.05). Conclusion: Although the general game training and CIMT game training improved both the knee extension muscle strength and dynamic balance ability, CIMT game training had a larger effect on dynamic balance control.