• Title/Summary/Keyword: positive game

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The Effects of Children's Perception of Communications with Mothers and Self-Control on Game Addiction (아동이 지각한 어머니와의 의사소통과 자기통제가 게임풍독에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.41 no.1
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    • pp.77-91
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    • 2003
  • The purpose of this study was to explore the effects of children's perception of communications with mothers and self-control on game addiction. The subjects were 739 children of 4th, 5th and 6th grade. The subjects rated themselves on questionnaires regarding communications with mothers, self-control and game addiction scale. The major findings of this study were as follows: 1) 6th grade children addicted more than 4th and 5th grade children. And boys addicted more than girls. 2) Sex had a direct and indirect effect through children's perception of problematic communications with mothers and self-control on game addiction and was the first contribution factor Children's self-control had a first direct negative effect on game addiction. 3) Children's perception of problematic communications with mothers had a direct positive effect and an indirect positive effect through self-control on game addiction. Grade had a direct positive effect and an indirect positive effect through children's perception of open and problematic communications with mothers and self-control on game addiction. Children's perception of open communications with mothers had a direct positive effect and an indirect negative effect through self-control on game addiction.

Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.

A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy (게임의 긍정적 역할과 인식변화를 위한 기능성 게임의 개발에 관한 연구)

  • Kim, Young-Su;Kim, Na-Young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.39-48
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    • 2014
  • Serious games have many potentials to facilitate positive social change on communities and individuals. However, there have been few researches to study this issue in Korea. In this paper, therefore, we developed a persuasive game based on persuasive game design principles to provide an ordinary person with experiences of the blind so that they communicate, understand, and harmonize. We did surveys before and after 20 players played the persuasive game. We found that a persuasive game might have positive impacts on social change literacy partially.

Effects of Social Game Features on Addiction through Flow (소셜 게임 특징이 몰입을 통해 중독에 미치는 영향)

  • Lee, Eunjung;Byun, Sanghae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.205-218
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    • 2018
  • The purpose of this study is to examine the factors that the characteristics of Protection Motivation Theory affects the addiction of social game users in Korea and then, to verify how these factors make an impact on the addiction through the immersion. The characteristics of protection motivation theory are vulnerability, severity, efficiency, and disability, and we want to study the influence of each characteristic on social game flow and the relationship leading to addiction. The results of this research can be useful for 'social game addiction prevention education'. This study was conducted to survey the users who had experienced using the social game to verify the suggested hypothesis. As the results of the survey, first of all, vulnerability appeared to have a positive effect on the flow. Secondly, severity appeared not to have a positive impact on the flow. Thirdly, efficiency turned out to affect the flow. Fourthly, disability turned out to have a positive impact upon the flow. Lastly, flow was revealed to make a positive impact on the addiction. The results of this study will help to construct the content of 'social game addiction prevention education program'.

A Study on the Psychological Factors and Environmental Factors Influencing of Game Leadership and Social Capital in Adolescent (청소년의 심리적·환경적 요인이 게임 리더십과 사회자본에 미치는 영향)

  • Yong, Hye-Ryeon;Kang, Ha-Na;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.509-519
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    • 2019
  • The size of the global game market, including Korea, is gradually expanding, there are about 80,000 people in the game industry in Korea, and it has maintained a steady increase. As the domestic game has become more influential, games have become a means of helping people to communicate with each other in everyday life. Despite these changes, There is a lack of positive perspectives such as game use and interpersonal interactivity or communication enhancement. Therefore, this study analyzed the correlation of psychological and environmental factors of adolescents, game leadership, and social capital in order to understand the positive effects of games. As a result of research, psychological factors such as social motivation, game efficacy, and game norms have a statistically significant effect on game leadership. Parental supervision has a negative effect on game leadership and a statistically influenced positive effect on social capital. Overprotective parenting has a negative effect on both game leadership and social capital. Finally, game leadership has a statistically influenced positive effect on social capital. This paper is meaningful in that the research on the positive aspect of the game was conducted for the adolescent.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.

The Structural Relationship among Viewing Motivation, Viewing Commitment, Reviewing Intention and Game Use Intention of e-Sports Competition Broadcasting

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.205-212
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    • 2022
  • The purpose of this study is to investigate the structural relationship between the viewing motivation, viewing commitment, re-audience intention, and game use intention of e-sports competition broadcast viewers. According to the purpose of the study, an online survey was conducted on 300 college students with experience watching broadcasting of e-sports competitions. After excluding inappropriate data from 8 out of 300 people, 292 people's data were used for final data processing. For data processing, the validity and reliability were verified using SPSS 26 and AMOS 23, and then the research hypothesis was verified. We has the results were shown as follows. First, it was found that entertainment, social intercourse and vicarious satisfaction had a positive effect on viewing commitment, but information has not significantly effect on viewing commitment. Second, it was found that viewing commitment had a positive effect on reviewing intention and game use intention. Third, it was found that reviewing intention had a positive effect on game use intention.

Simulation Game-Based Learning for Middle School Students' Academic Emotions and Learning Achievement

  • JUNG, Yunha;LIM, Kyu Yon
    • Educational Technology International
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    • v.17 no.2
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    • pp.151-174
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    • 2016
  • This study examined the effects of simulation game-based learning on academic emotions (positive, negative) and achievement (factual, conceptual, procedural knowledge acquisition). Sixty-three students from a high school located in South Korea were chosen for the study. The students were assigned to either an experimental group for simulation game-based learning or a comparison group for instructor-led lectures. The results demonstrated that there was a significant difference between the comparison and experimental groups in both positive and negative academic emotions. However, there was no significant difference in factual, conceptual and procedural knowledge acquisition. The results indicate that simulation game-based learning generates more positive emotions than instructor-led lectures.