• Title/Summary/Keyword: use for game

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A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

Research on Understanding of Game Information for the Elderly (중.노년층의 컴퓨터 게임이용과 인식에 대한 연구)

  • An, Jeong-Shin
    • The Korean Journal of Community Living Science
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    • v.19 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this study was to examine the elderly generation's understanding of game information and for recognition of computer based games as a recreation activity for the mid-to late adults. This study investigated game use and personal thoughts about the influences of computer games on each generation. The study was conducted by survey with the subjects being 242 adults aged 40 to 72 living in Busan and Kyung-nam area. Findings indicated that 43.5% of adults used computers to access games. The purposes for computer use were: business, searching portal sites, and games. 44.8% of adults knew about game information education. 67.4% of adults who had someone as a game information resource reported that their children provided the game information. Most adults used arcade games and recognized the influences of game information as positive to adults and the elderly but negative to children and adolescents. Finally, the adults aged "after mid-life" who knew about game information education showed higher ego-integrity and psychological well-being. These findings have implications for the development of elderly education programs aimed at promoting quality of life for older adults.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

The Effects of game play, Personal psychological factors and game violence type on Adolescents' morality (게임 이용시간과 개인 내적 요인 그리고 게임의 폭력성 유무가 청소년의 도덕성에 미치는 영향)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Euijun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.55-64
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    • 2015
  • This study started for the verification of the worry in the relationship within violent game use and youth moral. The survey was conducted and analyze some personal factor: self control, self esteem, aggression and game time. Self control and self esteem show positive relationship with moral, but aggression shows negative relationship. The other side, game use time doesn't show any relationship with moral whether the game is aggressive or not. It is significant for the game has no relations about a laxity of moral fiber of youth and the aggression of the game doesn't show any negative influence on moral.

A Study on the Effects of Daily Living Disorder and Self-Regulation Ability Disorder on Internet Game Addiction (일상생활지장과 자아조절능력지장이 인터넷게임중독에 미치는 영향에 대한 연구)

  • Ahn, Hyun-Woo;Kim, Seong-Ju
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.107-120
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    • 2020
  • Since the revision of the ICD-11 of the WHO, the level of social discourse on internet game use disorders has been increasing. However, existing studies have mixed terms and causal relationships with game use disorder or game addiction. This study was conducted with high school students aged 16 to 18, focusing on internet game addiction. As a result of the analysis, the greater the obstacles to daily life and self-regulation, the higher the risk of falling into internet game addiction. This study has a significance in reestablishing the causal relationship of Internet game addiction.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

Adolescents' Self-control and Big Five Personality Types Affecting Maladaptive and Adaptive Computer Game Use State (청소년의 Big Five 성격 유형과 자기 조절 성향이 게임 과용, 선용 행태에 미치는 영향)

  • Kim, YoungBerm;Lee, SangHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.4
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    • pp.65-77
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    • 2019
  • Adolescents reach the game-use states of adaptive and maladaptive by the absorption to computer game. Authors claimed that the two states are commonly related with the time of game-use, and the degree of them are distinctive according to adolescent individuals, specifically their self-control propensity. Authors proposed a conceptual research model that Big Five personality types predict their self-control which moderates the relationships from game use-time to the maladaptive and adaptive states. The data to test its validity and reliability had been sampled 999 Korean students in elementary school, middle school, and high school. Resultingly, the openness and conscientiousness of the adolescents affected positively on the self-control, which moderated negatively the relationship from the game use time to the maladaptive use state, but the positive moderation on the relationships from game use time to adpative state was not significant. These results mean that we could apply teenager's Big Five personality type and their self-control traits as a tool for preventing teens from the overuse state like addiction.

The manipulability of games in aspect of the button controlling complexity and fun : focusing on the adventure game (버튼 조작의 복잡성과 재미 측면에서의 게임 조작성 : 어드벤처 게임을 중심으로)

  • Son, Yeong-Lim;Ryoo, Han Young
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.51-62
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    • 2017
  • Game is an activity for the tension, joy and fun. Playing the manipulative button for the game, gamers have unique experience for various ways to use the button. In this study, separating the manipulability of game into the complexity and the fun of button controlling, we tried to discuss the implication about the manipulability of game for the manipulability type to use the objects in adventure game. Namely, either complicated or simple, game has fun feature and needs to design the button controlling in consideration of action characteristics.

3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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Game Use and School Life of Korean Adolescents: Gender Difference and Moderating Effects of Social Relationship (청소년의 게임이용과 학교생활 - 성별 차이와 사회적 관계의 조절효과)

  • Kim, Kyungmi;Youm, Yoosik
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.753-765
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    • 2016
  • This study examines links between Korean adolescents' uses of games and their school lives. A gender-based analysis was conducted and moderating effects of social relationship variables were tested. The major findings are as follows. First, some gender differences were found in impacts of game use. For example, although a game addiction variable appeared to influence both male and female adolescents negatively on the school-related conscientiousness, only male students displayed a negative impact of game time. It represents a gender difference in the preferred game genres and ways of using them. Second, the analysis showed that variables of social relationship could moderate the negative effects of game use. While the relationship with father appeared to moderate the negative effects of game time in male adolescents, the relationship with mother turned out to relieve the negative impacts of game addiction in female ones. In the case of male adolescents, however, the relationship with the parents did not show any moderating effect on game addiction. This study supports the claim that it is necessary to take a gendered approach in studying gaming.