• Title/Summary/Keyword: smartphone-games

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Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

The Impact of Young Children's Excessive Immersion in Smartphone Games on their Prosocial and Problematic Behavior (유아의 스마트폰 게임 과몰입 정도가 유아의 친사회적 행동 및 문제행동에 미치는 영향)

  • Cho, Jung-Jin;Cho, Anna
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.647-657
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    • 2015
  • The purpose of this study is to investigate how young children's excessive immersion in smartphone games affects their prosocial and problematic behavior. To achieve the purpose, a qustionnaire survey was conducted with 147 children aged 3 to 5 going to two kindergartens and two child-care centers which were judged to have similar social and economic conditions, their mothers, and 16 teachers in charge of them. For data processing, SPSS 18.0 program was used to conduct frequency analysis, correlation analysis, and simple regression analysis. The study results were presented as follows. First, the more seriously the young children had excessive immersion in smartphone games, the more negatively their prosocial behavior was influenced. Secondly, the more severely the young children had excessive immersion in smartphone games, the more problematic behavior the young children had. This study is meaningful in the point that it analyzed the impact of their addiction in smartphone games on their prosocial and problematic behavior, and thereby helped to improve a plan of effectively using smartphones as educational media.

Combining Communications and Tracking: A New Paradigm of Smartphone Games

  • Lee, Soong-Hee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.2
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    • pp.202-215
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    • 2013
  • The generalization trend of smartphones has brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm that includes basic frameworks and algorithms for the games combining the motion tracking and mutual communications on the smartphones and presents the details of its implementation and results.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

Implementation of Smartphone Games Combining Motion Recognitions and Mutual Communications of Terminals (단말기 동작인식과 상호 통신을 결합한 스마트폰 게임의 구현)

  • Lee, Soong-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.9
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    • pp.2064-2071
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    • 2012
  • The generalization trend of smart phones have brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm including basic frameworks and algorithm for the games combining the motion recognitions and mutual communications on the smartphones and finally presents the details of its implementation and results.

Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Analysis of Major Factors Related to Smartphone Addiction According to Gender Differences in Health College Students (보건계열 대학생들의 성별 차이에 따른 스마트폰 중독 관련 주요 요인 분석)

  • Choo, Yeon-Ki;Bae, Won-Sik;Kim, Hae-In
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.2
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    • pp.135-143
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    • 2022
  • Purpose : This study was to compare and analyze major factors related to smartphone addiction according to the gender of health-related college students. Methods : 720 people who voluntarily participated and agreed to fill out the questionnaire were randomly sampled. Smartphone addiction was measured using the Smartphone Addiction Scale Short Version (SAS-SV), sleep quality was measured using the Pittsburgh Sleep Quality Index (PSQI), anxiety symptoms were measured using the self-assessment anxiety scale (SAS), and depression symptoms were measured using the self-assessment depression scale (SDS). In addition, the age of each individual and the main function of smartphone use were also investigated. Results : The prevalence of smartphone addiction was higher among female students than male students (p<.05), while male students mainly played games and female students mainly used multimedia (video/music) viewing and social networking services (p<.05). In addition, male students showed a high association with smartphone addiction in the group where games were the main function of smartphone use, the group with low sleep quality, and the group with anxiety symptoms (p<.05), but for female students, multimedia (video/music) Or, the group in which social networking service is the main function of smartphone use, the group with low sleep quality, and the group with symptoms of anxiety and depression showed a high correlation with smartphone addiction (p<.05). Conclusion : It is expected that the results of this study will be used as basic data for providing customized solutions considering the characteristics of smartphone addicts.

Design and Implementation of Multiple Access Game Control System using Bluetooth (블루투스를 이용한 다중접속 게임 제어 시스템의 설계 및 구현)

  • Park, Sangmyeon;Kim, Hojin;Kim, Junggil;Hwang, Taegue;Lee, Sangjun
    • Journal of IKEEE
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    • v.17 no.4
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    • pp.492-498
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    • 2013
  • Recently, as Smartphone users increase, a variety of Smartphone games have been released. However, many games are just for individuals, it is not easy to find games in which people can do together. In this paper, we propose the multiple access game control system using bluetooth, which can support multiple users to do games together. The proposed system overcomes the limitation of current PC games, and also proposes a convenient way in which people can enjoy the game easily without expensive equipments such as Nintendo Wii.

A Group Social Diet Application Based on Motion Game (효과적인 다이어트를 위한 모션 게임 기반의 그룹 소셜 다이어트 앱의 개발)

  • Lee, JaeWon;Lee, MinSuk
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.4
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    • pp.181-186
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    • 2012
  • Obesity is one of the biggest problem in modern society. Smartphone could be a good tool to handle this problem. In this paper, we propose a new smartphone app to recommend diet, to offer a physical practice by motion games. Our Android smartphone application encourages friends to join group fitness programs. It interfaces with social network services and smart-TV.

Smartphone Use Patterns of Smartphone-dependent Children

  • Park, Jeong Hye
    • Child Health Nursing Research
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    • v.26 no.1
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    • pp.47-54
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    • 2020
  • Purpose: The purpose of this study was to identify the smartphone use patterns of smartphone-dependent children. Methods: The study design was a cross-sectional descriptive study. The data were derived from the 2017 survey on smartphone over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. The study sample was 595 elementary school students identified as being smartphone-dependent. The data were analyzed by frequency, percentage, mean, standard deviation, the independent t-test, the x2 test, the Pearson correlation coefficient, and multiple regression analysis. Results: The frequency of smartphone use was the factor strongly associated with more severe smartphone dependence in participants. Games were the most commonly used application type among participants, regardless of their degree of dependence. More severe smartphone dependence was associated with greater use of applications such as learning and television/video. Conclusion: As smartphone dependence becomes more severe, children tend to use their smartphones more frequently and to use applications that involve solitary play for the purposes of entertainment and pleasure. The findings suggest that the parents should attentively monitor their children's smartphone use patterns and provide consistent discipline in a way that ensures appropriate smartphone use.