• Title/Summary/Keyword: gaming

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An Analysis on the Effect of the Korean Moral Values on Fondness for Game Users: Focusing on the Mediating Effect of Generation (한국의 도덕 가치관이 게이머 호감에 미치는 영향에 대한 분석: 세대의 매개효과를 중심으로)

  • Park, Hyun-Ah;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.294-302
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    • 2018
  • The regulation of the game industry by the Korean government is closely related to the specific regulatory behavior from their parents' generation regarding gaming behavior of their children. This is because there exists a gap in terms of digital culture experience between parents and children. This study examined the differences in how moral values affect the awareness or perceptions of the game users. In the results, the norm conformity was found to have a negative influence on the fondness for game users. Age was also shown to have a negative influence on the fondness for the game users. Based on these findings, we also found the mediating effect of age existed specifically with regard to the relation of norm conformity and the fondness for the game users. The results suggest that the game industry promotion policies of Korea should change their existing targets from focusing on everyone to just the elderly.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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The Effects of Perception Toward Cyber Identity on Loyalty and Purchase Intention (사이버 공간의 자아에 대한 인지가 충성도와 구매의도에 미치는 영향)

  • Kim Su-Yeon;Hwang Hyun-Seok
    • The Journal of Society for e-Business Studies
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    • v.10 no.4
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    • pp.83-100
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    • 2005
  • In this paper, we investigate the concept of cyber identity built in cyberspace and analyze the effects of general perception toward cyber identity on loyalty and purchase intent. Cyber identity is classified into two types: personal and social cyber identity, and has five components. Avatars and online gaming capability make up personal cyber identity while online communities and instant messenger count as social cyber identity. We regard blog personalities as having both personal and social characteristics. In our survey, we conclude that internet users want to purchase cyber items such as avatars, online game items, and wallpaper pictures to enhance their cyber identities. Based on the survey results , we derive five factors comprising personal cyber identity and social cyber identity using factor analysis and analyze overall effects of cyber identity on loyalty and purchase intention using Structural Equation Model.

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The Development of CAI Program for the Middle School Home Economics Teaching -In The Units of Health and Food Life- (중학교 가정과 CAI 프로그램 개발 연구 -건강과 식생활 단원-)

  • 이양심;윤인경
    • Journal of Korean Home Economics Education Association
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    • v.6 no.2
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    • pp.147-160
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    • 1994
  • The purpose of this study was to review the literatures on designing and developing the CAI program and to develop the middle school students’CAI program for tutorial and instructional game. For these purposes, the learning and instructional theories and the developing phases and strategies for the program were reviewed to design the CAI program. And then the developing unit was selected and the CAI types and the developing direction were set according to the analysis of the CAI programs and related literatures on home economics teaching, The four phases-analysis, design, development, and formative evaluation-were carried out in this study. The results of this study are as following: 1. The CAI porgram was developed on health and food life units. The program contains 12 classes on health and food life in two floppy diskettes. It consisted of total 9,000 lines and 76 frame and takes two hours to study this program. This program could be used in educational computers an could be utilized for unit learing tutorial. It was composed of three parts-unit learning, finding maze, and finding food. In the unit learning part, the learning contents in health and food life units were structured and presented. In finding maze and food part, the basic and the applied problems were presented with game. The characteristics of this program were as followings: (1)This program was able to bring learners’motivation due to the strategies of tutorial and instructional game and they can interestingly learn the program for themselves. (2) The learner could practive the learning contents repeatedly and unit learning while playing the gaming, (3) The learner himself can review and supplement the learning contents without teacher’s help. (4) This program was developed to unit learning on health and food life, on the other hand so far many CAI programs for home economics teaching were developed for studying separate learning units. 2. To effectively utilize this program, the guide book for the student and the teacher was developed. It contained method of using the program, introduction of the program, review of the program, the program objectives, the learning contents, and the keys to progress the program.

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An Efficient Technique for Processing of Spatial Data Using GPU (GPU를 사용한 효율적인 공간 데이터 처리)

  • Lee, Jae-Il;Oh, Byoung-Woo
    • Spatial Information Research
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    • v.17 no.3
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    • pp.371-379
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    • 2009
  • Recently, GPU (Graphics Processing Unit) has been improved rapidly on the need of speed for gaming. As a result, GPU contains multiple ALU (Arithmetic Logic Unit) for parallel processing of a lot of graphics data, such as transform, ray tracing, etc. Therefore, this paper proposed a technique for parallel processing of spatial data using GPU. Spatial data consists of multiple coordinates, and each coordinate contains value of x and y axis. To display spatial data graphics operations have to be processed to large amount of coordinates. Because the graphics operation is identical and coordinates are multiple data, SIMD (Single Instruction Multiple Data) parallel processing of GPU can be used for processing of spatial data to improve performance. This paper implemented SIMD parallel processing of spatial data using two kinds of SDK (Software Development Kit). CUDA and ATI Stream are used for NVIDIA and ATI GPU respectively. Experiments that measure time of calculation for graphics operations are carried out to observe enhancement of performance. Experimental result is reported that proposed method can enhance performance up to 1,162% for graphics operations. The proposed method that uses parallel processing with GPU for spatial data can be generally used to enhance performance for applications which deal with large amount of spatial data.

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The Strategies for Vitalization of Exporting Horse Industry in Korea (우리나라 말(馬)산업의 수출활성화 방안)

  • Lee, Young-Soo;Kwon, Soon-Koog
    • International Commerce and Information Review
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    • v.16 no.2
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    • pp.131-155
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    • 2014
  • The horse industry is a very large and important part of our national and local economies. As the horse industry which includes agriculture, business, sports, gaming, entertainment, and recreation is recently leads to interests in the local market, it is expected to maximize social and economic effects as a higher value-added industry. In reality, however, the portion of the horse industry is very poor in the entire agricultural industry, and it is prepared under very weak conditions for vitalization due to many restricted factors caused by low awareness and weak competitiveness in the horse industry. Under the circumstances, the paper presents Korean export status of horse industry and suggests the strategies for vitalization of exporting horse-related goods. The results of the study are as follows: Korean government needs to revise the law for export expansion, clarify HS tariff classification of horse-related industry, expand export items and markets, provide the export support policies and support the technical alliance with advanced countries.

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The influence of the attachment of parents and the stress of school life middle-school students to the Internet game addiction (중학생의 부모애착과 학교생활 스트레스가 인터넷 게임중독에 미치는 영향)

  • Yun, Sung-Il;An, Hong-Seon;Oh, Seok-Won
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.221-227
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    • 2012
  • In this study, attachment to parents of middle school students and they relate to school life stressors, and self-esteem of adolescent Internet addiction affects the aimed to clarify. The findings on gender statistics, chi-square value 9.347 corresponding to the Internet than female students at risk of addiction involves a lot, and self-esteem on the relationship between internet addiction and Kruskal-Wallis test statistic value of self-esteem to 3.868 two were negatively correlated. The school stresses and Internet gaming addiction Kruskal-Wallis test statistic values are 7.763, 3.819 correlation appeared to. Thus, self-esteem, peer relationships, teacher support programs that strengthen the relationship to develop, to deploy more concentrating on the policy implications and suggestions you have made that is meaningful to them.

Research on the Attributions of Digital Game Using AHP (AHP를 활용한 디지털 게임의 속성에 관한 연구)

  • Kwon, Yong-Man
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.431-437
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    • 2016
  • Since the game is industrialized in the 1970s, efforts to study attributions throughout the definition of the game has been continued. This study analyzed the importance of 7 attributions including rule, goal, conflict, activity, decision-making, voluntary, art that were collectively organized by Katie Salen & Eric Zimmerman using AHP. For this, we analyzed the data after subjected to pair-wise comparison survey through the gaming industry experts, and the result was confirmed that match the analysis model comparing with the survey of game players. In this analysis of the importance, Goal(24%) is the greatest important in the seven factors mentioned above. Art(16%),Voluntary(15%), Rule(13%) followed after it. So, We can find out which attributes are considered important in the game development process through this Research.

Internet Addiction and Attention-Deficit/Hyperactivity Disorder Traits among Female College Students in Japan

  • Tateno, Masaru;Tateno, Yukie;Kamikobe, Chikara;Monden, Ryunosuke;Sakaoka, Oji;Kanazawa, Junichiro;Kato, Takahiro A.;Saito, Takuya
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.29 no.3
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    • pp.144-148
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    • 2018
  • Objectives: Previous studies have reported that internet addiction (IA) is associated with attention-deficit/hyperactivity disorder (ADHD) consistently. However, in terms of gender, there are controversial findings. We aimed to investigate the relation between IA and self-acknowledged ADHD traits among female college students in Japan. Methods: The study questionnaire consisted of questions about demographics, Adult ADHD Self-Report Scale-V1.1 Part A (ADHD screener) and Young's Internet Addiction Test (IAT). When four or more items are more frequent than the cut-off on ADHD screener, the subject was categorized into students with a positive ADHD screen. We defined students with total IAT score of 70 and higher as IA. Results: A total number of respondents was 369 (mean age: $19.0{\pm}0.7years$). Seventy-seven subjects were screened positive on ADHD screener (20.9%). Students with a positive ADHD screen scored significantly higher on the IAT ($54.2{\pm}14.2$ vs. $42.5{\pm}11.3$). The rates of IA in students with and without a positive ADHD screen were 18.2% and 1.0%, respectively. Conclusion: Results of this study demonstrated the relation between IA and self-evaluated ADHD traits among female college students in Japan. Appropriate education for students on how to use the internet properly will be necessary to prevent IA.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.