• 제목/요약/키워드: Game Use Frequency

검색결과 42건 처리시간 0.021초

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

  • 조경자
    • 대한가정학회지
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    • 제40권9호
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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.

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

  • 장예빛;박수호;유승호
    • 한국게임학회 논문지
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    • 제8권2호
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    • pp.97-105
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    • 2008
  • 본 연구는 사회적 자기효능감이라는 교육심리학적 개념을 이용해 게임의 효과성을 검토하였다. 온라인게임 이용자들은 MMORPG를 통해 게임 내에서 타인과 소통하고 사회적 관계를 맺으며 다양한 경험을 쌓아나간다. 이러한 맥락에서 온라인게임은 일상의 확장이자 또 하나의 사회활동이 이루어지는 장소라 볼 수 있다. 본 연구에서는 온라인게임 이용 경험이 사회적 효능감에 어떠한 영향을 미치는지를 회귀분석을 통해 살펴보았다. 연구결과 온라인게임이용 빈도가 높은 집단일수록 사회적 효능감에 긍정적인 영향을 미치고 있는 것으로 나타났다. 따라서 향후 무조건적인 게임이용에 대한 제한이나 우려보다는 게임이용에 따른 긍정적인 효과를 강화할 수 있는 구체적인 연구와 심도 있는 논의가 필요할 것이다.

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

  • 이경님
    • 대한가정학회지
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    • 제42권4호
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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.

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

  • 심선애;정형원
    • 한국엔터테인먼트산업학회논문지
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    • 제13권3호
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    • pp.317-332
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    • 2019
  • 본 연구는 게임이용자의 게임행동에 영향을 주는 요인 중 성격특성을 중심으로 분석하고 인구통계학적 변수에 따라 어떠한 차이가 나타나는지 알아보고자 진행되었다. 연구 결과 Big 5 성격특성은 게임이용에 유의한 영향을 미치며, 성실성의 경우 선용적 게임이용에는 대부분 긍정적으로, 문제적 게임이용에는 대부분 부정적인 영향을 미치는 것으로 나타났다. 개인적 특성에서도 게임이용에 유의한 영향을 나타내는 변인들이 발견되었는데, 게임 플랫폼과 게임 빈도 그리고 직업 등에서 의미 있는 효과가 나타났다. 후속 연구에서는 게임의 특성을 반영할 수 있는 게임 또는 플랫폼의 유형과 같은 변인을 구체화하여 그 유형이 게임이용자의 특성과 게임이용 행동 간의 관계에서 어떠한 역할을 하는지 파악하는 것이 필요할 것으로 사료된다.

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

  • 정유정;이숙
    • 대한가정학회지
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    • 제39권8호
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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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관심 NPC 추출을 이용한 효율적인 FPS 게임 운영에 관한 연구 (A Study on Efficient FPS Game Operation Using Attention NPC Extraction)

  • 박창민
    • 디지털산업정보학회논문지
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    • 제13권2호
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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.

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

  • 조남재;백승익;류경문
    • 한국경영과학회지
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    • 제26권2호
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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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모바일게임기반에서의 게임머 고객만족에 관한 연구 (A study of game player's satisfaction in mobile game base)

  • 박영균;서정석
    • 한국게임학회 논문지
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    • 제1권1호
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    • pp.102-111
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    • 2001
  • 본 논문의 목적은 게임머만족요인과 사용행태에 관한 분헌연구들을 기반으로 하여 여러 가설들을 실증적으로 검증하였다. 또한, 199명의 유효응답자로부터 수집된 데이터를 분석하였고, 분석기법은 빈도 분석, 교차분석, 일원분산분석 등을 SPSSPC Window 7.5로 수행하였다. 분석결과를 하면 다음과 같다. 첫째, 게임서비스에 대한 만족도는 게임가능지역과 게임중 끊김이 불만족한 것으로 나타났으며, 게임사용요금에 대해서는 전반적으로 매우 불만족함을 보여주고 있다. 둘째, 시급히 해결해야 할 과제로는 지하공간과 대형밀집지 역에서의 게임불능이 우선 순위로 나타났고, 또한 게임 중 끊김(먹통)도 쾌 높은 문제점으로 지적되고 있다. 셋째, 모바일게임 이용자들이 (주)한국이동통신 방문시 가장 중용한 속성은 담당직원의 친절한 응대태도, 적극적인 문제해결 및 조회에 대한 빠른 응답이 매우 중용하다는 반응을 나타내고 있다.

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

  • 김기숙;김경희
    • 대한간호학회지
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    • 제40권3호
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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.

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

  • 이경선;이정화
    • 한국콘텐츠학회논문지
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    • 제8권3호
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    • pp.182-189
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    • 2008
  • 본 연구의 목적은 초등학교 저학년 아동의 게임이용 실태를 살펴보고, 학년에 따라 게임몰입에 차이가 있는지, 그리고 게임이용 실태가 게임몰입에 영향을 주는지 알아봄으로서 아동의 컴퓨터게임관련 연구의 기초자료로 활용하는데 있다. 연구대상은 부산에 소재한 한 초등학교 1학년부터 3학년 아동 총 239명으로, 컴퓨터 게임 사용 실태 조사 설문지와 컴퓨터게임 몰입 검사지를 배부하여 자료처리를 하였다. 게임이용 실태를 살펴보면, 1학년 아동의 게임 경력, 게임시간, 주간게임 횟수 등에서 3학년 아동과 비슷하거나 더 많은 것으로 나타났다. 게임몰입경향의 학년별 차이는 나타나지 않았으나 성별차이는 나타났다. 또한 컴퓨터게임 실태조사 항목인 게임경력, 주당 게임횟수, 1회당 게임시간, 게임 이유 등이 게임몰입에 모두 유의미한 영향을 주는 것으로 나타났다. 마지막으로, 연구결과에 대한 논의와 후속연구가 제안되었다.