• Title/Summary/Keyword: Players

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A comparative study on J regional sport players' actual conditions of maxillofacial trauma and their knowledge about It (J지역 운동선수의 악안면 외상 실태와 지식에 관한 비교조사연구)

  • Choi, Mi-Hye;Kang, Eun-Ju;Woo, Seung-Hee
    • Journal of Korean society of Dental Hygiene
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    • v.10 no.4
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    • pp.695-703
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    • 2010
  • Objectives : The purpose of this study was to investigate the maxillofacial injuries of the sports players' and analyzing the concerned factor. Methods : The subject in this study were 290 sports players' enrolled in Jeolla region. SPSS statistics program(Version 12.0) was used to analyzed the collectde data, Chi-square test and percentage were used as the analysis technique. Results : 1. It was found that 63.8% of all respondents ever experienced trauma in sport activities and 28.6% experienced maxillofacial trauma. 2. In terms of traumatic causality, it was found that most of our respondents attributed the biggest cause of maxillofacial trauma to 'sport activities.' 3. However, it was found that only 12.1% of all respondents gave correct answers to question items about good medical treatment for traumatic odontoptosis. 4. It was found that less than half of all respondents ever faced information on maxillofacial trauma. Conclusions : This finding suggests that it is required to build up current orientation programs about maxillofacial trauma for our sport players. The maxillofacial trauma of sport players' is a important factor that degenerate the quality of the oral health and bring about the change of life style.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

Kinematic Analysis of Service Movement In Each Position of Soft Tennis (포지션별 정구 플랫서비스의 운동학적분석)

  • Kim, Hun-Soo
    • Korean Journal of Applied Biomechanics
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    • v.12 no.1
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    • pp.221-231
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    • 2002
  • The purpose of this study was to clarify the differences in service patterns of a forward and backward soft tennis players using 3D motion analyzer. Subjects were 4 forward players of $24.0\pm5.23$yrs and 4 backward players of $23.5\pm1.73$yrs. The results were as following: 1. There was no difference among each positions on swinging-time. The longest racket swinging-time was in the phase of takeback, the second one was in follow-through. The shortest one was in the phase of forward-swing so called force production phase, which had an influence on ball's velocity. 2. The racket speed on impact was 16.3m/s in forward subject and 19.53m/s in backward subject, when each velocity of balls was 44.6m/s, 52.9m/s. Although there was no significant difference along by positions, backward subject showed faster result. 3. The maximum speed of each performance was reached before the impact, and the speed at impact along by positions did not show any significant difference. The summation of velocity was measured in good order as following; hip, shoulder, elbow, wrist, top of racket. 4. In the angular velocity of all examine except one, the angular velocity of forearm was bigger than the one of racket top although there was no statistically significant difference between forward and backward subject. 5. The service grip of the forward players was shorter than that of backward players.

Soccer Uniform Designs Representing Korean Image (한국적 이미지의 축구유니품 디자인개발에 관한 연구)

  • 김민자;박주희
    • Journal of the Korean Society of Costume
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    • v.52 no.4
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    • pp.125-139
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    • 2002
  • This research was conducted to develop soccer uniform designs for the enforcement of the identity of Korea. Throughout the development of the image of Taeguek and the pattern of tiger on the soccer uniform design, it was tried to show colors and symbolic elements representing Korean traditional themes. The contents of the research cover; first, analysis of historic changes in Korean uniform design for the representative soccer players and uniform designs of the soccer players in other countries; second, analysis of the image of Taeguek and the pattern of tiger; third, analysis of the surveys of professional soccer players; and forth, uniform designs proposed and evaluation. To develope new uniform designs, Taeguek and tiger motives were adopted to express the identity of Korea by looking at the analysis of uniforms in countries including Korea. In an addition, today's fashion trends of active sportswear were analyzed to get the new idea of design. With considering the surveys of the professional soccer players in Korea, the functional designs identifying the Korean image could have come out. As a results of this research new designs of national soccer players' uniform including 4 designs for the motif of Taeguek, 4 designs for the motif of guae, 4 designs for colors of Taeguek, 4 designs for the motif of Tiger were developed, and 2 samples were made. Surveys for evaluation comparing new design & present uniform were progressed. An aesthetic and symbolic aspects of new design were better than present uniform regarding this survey.

An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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Literature Study About Shoulder Joint Function of Overhead Players (상지사용 선수들의 어깨관절기능에 관한 문헌연구)

  • Kim, In-Seop;Lee, Byoung-Kwon;Cho, Mi-Suk;Jang, Chel;Bae, Sung-Soo
    • Journal of the Korean Society of Physical Medicine
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    • v.2 no.1
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    • pp.65-72
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    • 2007
  • Purpose : The purpose of this study is a research on the evaluation about shoulder joint function. Methods : It's based on the reference books. Result : Shoulder joint has the biggest ROM in human body, and it is a joint that stability and mobility are required at the same time sport art. Especially, function of shoulder joint than other what item players of more important overhead item correct diagnosis and evaluation for shoulder joint injury require. Measurement equipment for shoulder joint is helping a lot of incorrect diagnosis and analysis about shoulder joint function of overhead players through a lot of developments. Conclusion : I think a lot of helps torture in motor ability elevation of players and player protection as analysis by special quality in item of overhead players.

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An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

Analysis of Korea Woman Filed Hockey Players' Sports Injuries during the game (To KT Cup international hockey game) (여자 국가대표 하키선수들의 시합 기간 중 스포츠 손상에 대한 분석 (KT컵 국제 하키대회 중심으로))

  • Han Sang Wan;Lee Myoung Hwa;Kim Jung Hyun;Cho Hyun Jung;Hong Sung Lim;Lim seung Kil
    • The Journal of Korean Physical Therapy
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    • v.15 no.3
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    • pp.414-418
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    • 2003
  • The purpose of this study is to investigate the sports injuries of korea women hockey players before and during the international KT Cup game This study was done by survey questions about injuries of 20 players. The results were as follows: 1. Before game types of injuries are muscular strain ($51\%$), ligament injury ($25\%$), contusion ($8\%$), fracture ($8\%$), abrasion ($8\%$). But the types during game appeared as contusion ($50\%$), ligament injury ($33.3\%$), muscular strain ($16.7\%$). 2. Before game regions of injuries are lower limbs ($45.5\%$), back/torso ($36.4\%$), upper limbs ($18.2\%$). But the regions during game appeared as upper limbs ($71.4\%$), lower limbs ($28.6\%$). 3. During the game, the injuries were caused by ball ($66\%$), collision ($17\%$), that fall ($17\%$). These results indicate the importance that players need enough stretching before they start exercise. Also, in order to protect their upper limbs, players must wear gloves before games

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A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.89-100
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    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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