• Title/Summary/Keyword: Game Use Frequency

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Video and Computer Game Use and the Sociality of Young Children (유아의 전자게임 이용과 사회성에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • v.40 no.9
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    • pp.35-46
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    • 2002
  • This study was to investigate whether there are any differences in social competence by the frequency of young children's video and computer game use. Social development was categorized as peer popularity and social competence. The subjects were 215 children(118 boys, 97 girls) aged 4-6 years(M= 63.6 months, SD=6.8) from 3 kindergartens in Chung-Cheong Nam Do. The frequency of children's video and computer game use was reported by their parents. Peer popularity was rated by their classmates and social competence by their teachers with Kohn Social Competence Scale(KSCS). No significant relationship was found between game use and peer popularity. The children who played video and computer games once or twice a week got the highest score on the‘social interest and participation’But social cooperation dimension was not related with the frequency of video and computer game use but with the sex of children.

A Study on Online Game Experience and Social Self-efficacy (온라인게임경험과 사회적 효능감에 관한 연구)

  • Jang, Yei-Beech;Park, Su-Ho;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.97-105
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    • 2008
  • This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.

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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.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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A Study on Efficient FPS Game Operation Using Attention NPC Extraction (관심 NPC 추출을 이용한 효율적인 FPS 게임 운영에 관한 연구)

  • Park, Changmin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.63-69
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    • 2017
  • The extraction of attention NPC in a FPS game has emerged as a very significant issue. We propose an efficient FPS game operation method, using the attention NPC extraction with a simple arithmetic. First, we define the NPC, using the color histogram interaction and texture similarity in the block to determine the attention NPC. Next, we use the histogram of movement distribution and frequency of movement of the NPC. Becasue, except for the block boundary according to the texture and to extract only the boundaries of the object block. The edge strength is defined to have high values at the NPC object boundaries, while it is designed to have relatively low values at the NPC texture boundaries or in interior of a region. The region merging method also adopts the color histogram intersection technique in order to use color distribution in each region. Through the experiment, we confirmed that NPC has played a crucial role in the FPS game and as a result it draws more speed and strategic actions in the game.

An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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A study of game player's satisfaction in mobile game base (모바일게임기반에서의 게임머 고객만족에 관한 연구)

  • Park, Young-Kyun;Suh, Jung-Seok
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.102-111
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    • 2001
  • The purpose of this study is to empirically test developed on the basis of the literature review regarding customer satisfaction management and gamer's satisfaction factor To analyze the date collected from 1999 respondents. Frequency Corsstabs Oneway ANOVA analysis was performed with SPSS/PC+ Window 7.5. The results can be sumarized as follows. First, Dissatisfaction factor of game service is game possible area, game being cut off and game use charge. Second, Solution suvject is 'no service' in underground area/big size crowed area and game being cut of. Finally, The most impotant aspects when a customer visits Korea Movement Technology are the friendly attitude of the employee, problem-solving and papid pesponse to inquirce.

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A Prediction Model for Internet Game Addiction in Adolescents: Using a Decision Tree Analysis (의사결정나무 분석기법을 이용한 청소년의 인터넷게임 중독 영향 요인 예측 모형 구축)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
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    • v.40 no.3
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    • pp.378-388
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    • 2010
  • Purpose: This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. Methods: The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. Results: From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet cafe$\acute{e}$, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). Conclusion: The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

Children's use of Computer Game and Game Immersion: According to Grade (아동의 컴퓨터게임이용 실태에 따른 게임몰입 경향에 관한 연구)

  • Lee, Gyeong-Seon;Lee, Jeong-Hwa
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.182-189
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    • 2008
  • The purpose of this study were to investigate 1) present condition of children's usage of computer game, 2) difference in extent of immersing in computer game according to grade, and 3) difference in extent of immersing in computer game according to conditions of computer game usage. A total of 239 children from 1st to 3rd grade in an elementary school in Busan were surveyed with two kinds of questionnaires about usage of and immersion in computer game. The collected data were analyzed using SPSS 12.0 program. It was revealed that the 1st graders showed higher scores on experience of computer game, frequency of computer game per week, and amount of time for each computer game than the 3rd graders. However, there were no significant differences in extent of immersing in computer game according to grade and to conditions of computer game usage. The findings of this study implies that the age of using computer game is going down rapidly. Discussions and suggestions for further study were provided.