• Title/Summary/Keyword: Video games

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Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

A Study on Young Children′s Video and Computer Game Uses (유아의 전자 게임 실태에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • v.39 no.4
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    • pp.91-103
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    • 2001
  • The purpose of this study was to investigate actual trends of young children's video and computer-based game uses. Four hundred and eighty parents of 4-6 year-old children were questioned about children's game uses and their attitude toward them and 180 of their children were interviewed. As the results of this study, most of children have been playing video and computer games. Boys played them more frequently than girls and the olders than the youngers. The majority of children liked video and computer games. The first reason to play games was 'interesting'. The most parents considerably tolerated to their children playing games except the arcade games. Many parents limited their children's time of playing games. They occasionally played with their children or observed them playing games.

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The Effects of Playing Video Games on Children's Visual Parallel Processing (아동의 전자게임 활동이 시각적 병행처리에 미치는 영향)

  • Kim, Sook Hyun;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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A Study of Video and Computer Game Usage and Attitudes among Children (아동의 전자게임 사용 실태)

  • 공인숙
    • Journal of Families and Better Life
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    • v.20 no.3
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

A Study on the Importance of Design Elements of Game Character Customizing: Focused on Mobile & Video Games (게임 캐릭터 커스터마이징 디자인요소의 중요도 연구: 모바일 게임과 비디오 게임 중심으로)

  • Nam, KiTeok;Kihl, TaeSuk
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.99-110
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    • 2020
  • This study was conducted as follows. First, the game character design elements have been arranged so that the player's personality can be reflected in the character customizing. Second, the importance of design elements in mobile games and video games was derived through AHP. Third, through the difference in importance, the direction of character customizing improvement was suggested. External appearance in mobile games and the action in video games is evaluated as overwhelmingly important. Therefore, it is necessary to diversify the appearance in mobile games and the action in video games.

A Survey Analysis of Elementary Children's Home Video Games (국민학교 아동의 전자오락에 관한 실태조사)

  • Hyun, On Kang;Lee, Hong Sook
    • Korean Journal of Child Studies
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    • v.15 no.2
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    • pp.55-68
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    • 1994
  • A survey analysis of home video games was carried out for 1,018 elementary school children. Children responded to a questionnaire consisting of sociodemographic variables, degree of game participation(frequency and mean time), control behavior(eg. resting during games, lightening interior), and physical symptoms(eg. eyestrain, headache, trembling, paralyses) during and/or after playing games. Statistical analysis was done by frequency, percentile, and chitest. The results showed that many children enjoyed video games frequently and played continually, that few children did control behavior during games. Main variables related to degree of game playing and control behavior were sex, game experience, parent's education, and mother's activity. In particular, the results implied that the level of physical symptoms during and/or after game differed by lighting factors.

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Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

The Effects of Nutrient Intake and Screen Time(Television Viewing and Computer and/or Video Games) on Preschool Children Obesity (영양소 섭취량과 스크린 시간이 학령 전 아동의 비만에 미치는 영향)

  • Pan, Ju-Young;Choi, Mi-Ja
    • Journal of the East Asian Society of Dietary Life
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    • v.21 no.2
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    • pp.185-193
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    • 2011
  • The purpose of this study was to determine the effects of nutrient intake, screen time (television viewing and computer and/or video games) and physical activity on obesity in preschool children. Recruitment began in January 2008 by distributing letters to mothers who had children aged 6 years enrolled in daycare. Dietary intakes were obtained from the children's mothers, using the 24-hour recall method. The average height and weight of the children were 114.2 cm and 20.3 kg, respectively. Mean age, body weight, height and Kaup index were not significantly different between groups consisting of boys or girls. Assessment by the Kaup index showed that 14.0% of children were underweight, 69.0% were normal weight, 13.0% were overweight, and 4% were obese. The daily intakes of calcium, potassium, fiber, and folic acid in the group of boys were 77.7%, 58.5%, 80.4% and 88.9% respectively. as compared with the DRIs. The daily intakes of calcium, potassium, fiber, and folic acid in the group of girls were 77.7%, 58.5%, 80.4% and 88.9%, respectively. as compared with the DRIs. Intakes of protein, phosphorus, iron, zinc, vitamin A, thiamin, riboflavin, niacin, vitamin C, and vitamin E were higher than the DRIs. There were no difference among 3 groups (underweight, normal, overweight) in energy or nutrient intake. Preschool children with screen time (TV viewing and computer and/or video games use time) of >2 hours per day had significantly higher Kaup index values, and intakes of energy, carbohydrate, folic acid and zinc. In conclusion, preschool children with reported screen time (TV viewing and computer and/or video games use time) of >2 hours per day were fatter. Therefore, we need further investigate the relation between diet and screen time in preschool children to improve future nutrition education programs. Further studies are required to explore the effects of food intake and screen time (TV viewing and computer and/or video games use time) over a longer period of time.