• Title/Summary/Keyword: internet games

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A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

The Relationship between Maternal Rearing Behavior Characteristics And Elementary School Children's Internet Use (어머니의 양육행동특성들과 초등학생 아동의 인터넷 사용과의 관계)

  • Kim, Hyoun-Ji
    • Korean Journal of Human Ecology
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    • v.13 no.6
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    • pp.861-874
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    • 2004
  • The goal of this study is to investigate the relationship between maternal rearing behavior characteristics and elementary school children's Internet use, and to utilize the results as the basic data to develop a program, in which parents learn how to educate their children for better use of the Internet. The subjects were 713 children whose grade are in fourth through sixth in an elementary school. Data were obtained with questionnaires. The instruments employed were Children's Internet Use and Addiction, and maternal rearing behavior characteristics-Rational Guidance, Affection, Authoritarian Control, Overprotection, Achievement Encouragement, and Active Involvement-Scales. The data were analyzed with the SPSS program. They were analyzed by Frequency, Percentage, ANOVA, Duncan's test, and Pearson correlation. The results of this study are as follows: First, 30.2% of the subjects has used Internet for more than three years. 55.6% of the subjects spend less than an hour per day in using the Internet. The two major types of Internet use were playing games(49.9%) and sending e-mails(25.4%). The main reason for playing Internet games was escape from stress(34.7%). 34.5% of the subjects also said that their parents usually encourage them to use the Internet. Second, maternal affection, authoritarian control, and active involvement were significantly different in the types of Internet use. Maternal authoritarian control and overprotection were significantly different in the reasons of doing Internet game. The rational guidance and active involvement of mothers were correlated negatively with children's Internet using time, but their authoritarian control and overprotection were correlated positively with children's Internet using time. Maternal overprotection was correlated positively with parents' encouragement level in the Internet use. Third, the rational guidance, affection, and active involvement of mothers were correlated negatively with children's Internet addiction. In the other hand, maternal authoritarian control and overprotection were correlated positively with children's Internet addiction. Lastly, children's Internet addiction was significantly different by the types of Internet Use and the reasons for doing internet game. Children's Internet using time was correlated positively with children's Internet addiction.

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Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.

Implementation of a Mobile One-Button Game (모바일 원-버튼 게임의 구현)

  • Oh, Sun-Jin;Choi, Se-Young;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.71-75
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    • 2008
  • The big issue according to the advance of wireless internet is the design of on-line game under mobile computing environment. The current mobile games have constraints in implementation of on-line game due to the low performance processor. small memory size and short battery time. Therefore, nowadays one-button games which are simple and easy to manipulate, have attracted great interests. In this paper, we designed and implemented the trandition Jeki-chaki game, which is a kind of one-line game, using a mobile handset.

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Pathway from Domestic Violence to Adolescents' Internet Game Addiction - Focusing on Mediating Effect of Parental Attachment - (청소년의 가정폭력노출경험이 인터넷 게임중독에 미치는 영향 - 부모애착의 매개효과 -)

  • Kim, Jae-Yop;Lee, Ji-Hyeon;Yoon, Yoe-Won
    • Korean Journal of Social Welfare
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    • v.63 no.4
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    • pp.59-82
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    • 2011
  • This study examined the pathway through which adolescents' exposure to domestic violence could lead them to become addicted to Internet games. A total of 709 middle school and high school students were used as subjects and data from the 'domestic violence on children and adolescent' section of the 2010 National Data on Domestic Violence were used. The results of analysis using structural equations showed that the subjects' exposure to domestic violence did not directly affect their addiction to Internet games but that it indirectly affected their addiction through decrease in parental attachment. This can be interpreted to mean that when parents who should be a source of safety for their children become agents and recipients of violence, adolescents come to feel alienated because they cannot form any secure attachment to their parents and cannot build trust or emotional stability in their real-life parents, and they accordingly become absorbed in the virtual world of games. The results of the analysis were then used to discuss action plans for the prevention and intervention of adolescents' internet game addiction.

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Analysis of trends in domestic research on addiction using text mining and CONCOR (텍스트마이닝과 CONCOR을 활용한 중독 관련 국내 연구 동향 분석)

  • Sol-Ji Lee;Ki-Hyok Youn
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.99-110
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    • 2023
  • This study analyzed 817 articles published in Korean professional journals over the past three years, from 2020 to 2022, using text mining techniques to identify trends in addiction research in Korea and explore development directions. The analysis results are as follows. First, as a result of the analysis of the top keywords, online addiction studies such as smartphones, games, Internet, gambling, and relationship addiction were prominent as the top keywords. Second, as a result of TF-IDF analysis, many addiction studies related to behavioral addiction such as smartphones, games, the Internet, and work addiction have been conducted over the past three years, and in particular, there are many studies on addiction problems such as smartphones, games, and the Internet that have not yet been clinically diagnosed as addiction problems. This is the same as the result of word frequency analysis, and it can be interpreted that recent studies have been remarkably conducted on more diverse addiction problems. Third, the 2-gram analysis shows that words that mainly correspond to behavioral addiction, such as smartphones, games, and the Internet, appear side by side with the keyword addiction, and among them, words paired with smartphones are mentioned a lot in research papers and are being studied. Fourth, as a result of the CONCOR analysis, there were five clusters: a study on universal addiction issues such as alcohol use disorders and the Internet, a study of recovery on drug and gambling addiction, a study on mobile devices and media addiction, a study on the latest trends related to behavioral addiction, and other addiction issues. Finally, based on the results of this study, a direction for future addiction-related research was suggested.

Leisure activity and self-concept of adolescents in cyberspace: With specific focus on elementary school, middle school, high school and university students (청소년 놀이공간으로서 사이버 세계에서의 자기개념: 초, 중, 고, 대학생을 중심으로)

  • Young-Shin Park;Uichol Kim;Soo Yeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.81-113
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    • 2011
  • This study investigates leisure activity, involvement and self-concept in cyberspace of various age groups of adolescents. A total of 1,388 students (elementary school=337, middle school=326, high school=361, university=364, consisting of 696 male and 692 female) participated in the study. The results are as follows. First, although the vast majority of adolescents (96.9%) had a computer at home, majority of adolescents visited Internet cafe. Second, 70.3% of adolescents visited Internet cafe to play Internet games, followed by engaging in information search, chatting, and participated in cyber community. Third, on average adolescents spent 5.43 hours per week playing Internet games, with more males playing Internet games than female adolescents. As for information search, the weekly average was 2.60 hours, with university students spending more time than the other groups. As for chatting, the weekly average was 1.69 hours, with no significant differences among the groups. The weekly average of Internet use was 9.65 hours, with older groups spending more time. The weekly average use of computer was 10.91 hours, with older groups spending more time and more males using more computer than females. Fourth, as for self-concept in cyberspace, elementary and middle school students reported that they had fun, while high school and university students reported that they were the same as in the regular daily life. In addition, adolescents reported that they spent leisure activity in cyberspace and they become a fictional character in cyberspace. Fifth, when they played Internet games, regardless of age and gender, adolescents reported that they had fun, followed by that they were absorbed, that they became aggressive, and that they were the same as in the regular daily life. Sixth, when they chatted on Internet, regardless of age and gender, adolescents reported that they had fun, followed by that they were not interested, that they were the same as in the regular daily life, and that they do not chat on Internet. Seventh, when they interacted with their friends on Internet, regardless of age and gender, majority of adolescents reported that they had fun, followed by that they conversed, that they were the same as in the regular daily life, and that they felt closer. These results indicate that Korean adolescents view Internet as a place to spend their leisure time and that they enjoyed spending time on Internet.

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Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.