• Title/Summary/Keyword: gaming

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Critical Analysis of Gaming Disorder/Addiction Researches on Neuroimages, Measurement Tools, and Research Processes (게임 장애/중독 연구에 대한 비판적 분석 - 뇌 사진, 판단 척도 및 연구 절차를 중심으로)

  • Song, Doo Heon
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.135-146
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    • 2019
  • World Health Organization reveals its plan for listing 'Gaming Disorder' on the 11th International Disease Codes (ICD-11) in 2018 and it opens hot debate among scholars on its validity and timeliness. Korea, however, seems to have avoided the issue without appropriate academic refutation. In this paper, we review past academic studies related to game addiction or disorder focused on their validity of disorder measurement tools, research designs and the effect of neuroimaging studies. This analysis reveals that excessive use of gaming is not sufficient to register it as a disease and there is a risk of stigmatizing healthy gamers.

The role of relationships between parents of gaming disorder in elementary school students (초등학생 게임 이용 장애의 부모 간 관계의 역할: 교내 및 가정 내 관계성을 통제변수로 하여)

  • Lim, Han Sol;Jung, Chang Won
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.59-72
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    • 2021
  • Based on the theory of adolescent development, the study analyzed how the relationship among elementary school students and their parents and intimacy between the parents affects elementary school children's gaming disorders. The current study focused on the different gender effects and the relationship between parents. The results indicated that the closer the relationship with the mother of elementary school girls and the better the relationship between the parents of boys were associated with the lower the gaming disorder. The significance of study is to analyze the importance of the relationship between parents in preventing gaming disorder.

Exploring Factors Affecting Active Video Gaming and General Physical Activity

  • Choi, Ji Hye
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.99-108
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    • 2022
  • Despite the widespread use of digital games as a means of promoting physical activity, little is known about the factors that affect active video gaming. Based on the ecological model of health behavior, this study examined how personal, environmental, and social factors would influence active video gaming and general physical activity. The results showed that while all three factors significantly influence general physical activity, social factor is the only factor that affects active video gaming. The finding highlights the importance of social factors in predicting the use of active video games.

Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.223-239
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    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.

An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
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    • v.19 no.1
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    • pp.123-145
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    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

An Agent Gaming and Genetic Algorithm Hybrid Method for Factory Location Setting and Factory/Supplier Selection Problems

  • Yang, Feng-Cheng;Kao, Shih-Lin
    • Industrial Engineering and Management Systems
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    • v.8 no.4
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    • pp.228-238
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    • 2009
  • This paper first presents two supply chain design problems: 1) a factory location setting and factory selection problem, and 2) a factory location setting and factory/supplier selection problem. The first involves a number of location known retailers choosing one factory to supply their demands from a number of factories whose locations are to be determined. The goal is to minimize the transportation and manufacturing cost to satisfy the demands. The problem is then augmented into the second problem, where the procurement cost of the raw materials from a chosen material supplier (from a number of suppliers) is considered for each factory. Economic beneficial is taken into account in the cost evaluation. Therefore, the partner selections will influence the cost of the supply chain significantly. To solve these problems, an agent gaming and genetic algorithm hybrid method (AGGAHM) is proposed. The AGGAHM consecutively and alternatively enable and disable the advancement of agent gaming and the evolution of genetic computation. Computation results on solving a number of examples by the AGGAHM were compared with those from methods of a general genetic algorithm and a mutual frozen genetic algorithm. Results showed that the AGGAHM outperforms the methods solely using genetic algorithms. In addition, various parameter settings are tested and discussed to facilitate the supply chain designs.

Influence of Perceived Gaming Interactivity on Various Psychological States (게임 상호작용성 수준이 심리상태에 미치는 영향)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.3-11
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    • 2009
  • Game business has been successfully developed in the world including Korea. Among the many functions, interactivity is the key issue in the state-of-the art gaming system and the success of Nintendo Wii is the example. However, in spite of this success, it is hard to find out the research of the gaming interactivity, for instance what kinds of outcomes are followed by the interactivity. Therefore, the aim of this research tries to disclose the influence of perceived gaming interactivity on various psychological states such as mood, vicarious experience, and vicarious pleasure. The results show that all those factors are influenced by interactivity.

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Effects of Family Characteristics and Life-Styles on Children's Emotional Problems: The Second Grade Elementary Students (가족특성과 생활습관이 아동의 정서문제에 미치는 영향: 초등 2학년 아동을 중심으로)

  • Kang, Su Kyoung;Kim, Yeoun Jung
    • Human Ecology Research
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    • v.51 no.4
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    • pp.371-382
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    • 2013
  • The purpose of this study is to investigate children's emotional problems (attention problem, aggression, somatic symptom, social withdrawal, depression) and to examine the relationship between children's emotional problems with family characteristics (parent education, parent job, family income), life-styles (gaming times, TV times, sleep time). The sample was 2,140 collections of second grade children and their parents who participated in Korea Youth Panel Survey on 2011. We analyzed the data which were collected by means of questionnaires and the data were analyzed with t -test, ANOVA, Pearson correlation analysis, and regression analysis with SPSS ver. 19.0. The results were summarized as follows. The level of children's emotional problem was relatively low on average. There is a significant difference in the children's emotional problems according to family characteristics and life-styles. There was a relationship between children's emotional problems (attention problem, aggression, somatic symptom, social withdrawal, depression) and life-styles (gaming times, TV times). The significant factors influencing the children's emotional problems are connected with father's education, mother's job, family income, family characteristics, gaming time and TV time of life style. It is noted that parent education level was an important factor for children's attention problem and aggression. Amongst children's life-styles, gaming time and TV time are negative factors for social withdrawal and depression.

Transformation Approach to Model Online Gaming Traffic

  • Shin, Kwang-Sik;Kim, Jin-Hyuk;Sohn, Kang-Min;Park, Chang-Joon;Choi, Sang-Bang
    • ETRI Journal
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    • v.33 no.2
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    • pp.219-229
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    • 2011
  • In this paper, we propose a transformation scheme used to analyze online gaming traffic properties and develop a traffic model. We analyze the packet size and the inter departure time distributions of a popular first-person shooter game (Left 4 Dead) and a massively multiplayer online role-playing game (World of Warcraft) in order to compare them to the existing scheme. Recent online gaming traffic is erratically distributed, so it is very difficult to analyze. Therefore, our research focuses on a transformation scheme to obtain new smooth patterns from a messy dataset. It extracts relatively heavy-weighted density data and then transforms them into a corresponding dataset domain to obtain a simplified graph. We compare the analytical model histogram, the chi-square statistic, and the quantile-quantile plot of the proposed scheme to an existing scheme. The results show that the proposed scheme demonstrates a good fit in all parts. The chi-square statistic of our scheme for the Left 4 Dead packet size distribution is less than one ninth of the existing one when dealing with erratic traffic.

A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments- (초등학교 설계를 위한 디자인게임 방법에 대한 연구)

  • Kim, Hye-Jung
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.6
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    • pp.29-41
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    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.