• Title/Summary/Keyword: 게임과몰입정도

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The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

Hit game need to quickly and accuracy - Our cat wife - (순발력훈련에 도움이되는 연타게임 개발 -우리집 고양각시-)

  • Park, Jae Hun;Jung, A Rum;An, Syung-Og;Kim, Soo Kyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.461-463
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    • 2011
  • 본 논문에서는 유아부터 노인까지 간단한 조작법으로 쉽게 즐길 수 있는 게임을 만들고자 한다. Space Bar를 주로 이용하는 One-Button방식의 게임으로 연타를 하는 미니게임들이지만 '순발력'과 '정확도'를 필요로 하는 게임이다. 다른 게임들은 화려한 이펙트와 다양한 조작법으로 흥미를 이끌어 내기는 하지만 저연령층과 고연령층이 다가서기엔 힘든 부분이 있다. 그래서 간단한 조작으로 게임을 즐길 수 있는 게임을 만들어 보고자 했다. 친근감 있는 시나리오와 캐릭터를 통해 남녀노소 누구나 쉽게 접할 수 있고, 오락적인 요소만 있는 것이 아니라 게임을 통한 성취감과 경쟁심을 유도함으로서 게임에 더욱 몰입 할 수 있다.

A Non-immersive 2D Virtual Reality System Using CCD Camera and Beam Projector (CCD 카메라와 빔 프로젝터를 이용한 비몰입형 2차원 가상현실 시스템)

  • 이민정;천미향;박동규
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.594-596
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    • 2003
  • 지금까지 구현된 대부분의 가상환경 시스템은 헤드마운트디스플레이(HMD), 트랙커, 핸드 글로브, 포스 피트백 센서등의 전문적인 장비를 이용하여 구현되었으며 인터액티브한 장면을 연출하기 위하여 고속의 하드웨어 사양을 필요로 하였다. 현재 이러한 장비는 전문가가 아니면 사용하기가 어렵고 또 장비의 비용이 매우 고가이기 때문에 대중화되기까지 상당한 시간이 소요될 것으로 예상된다. 본 논문은 이와 같은 전문적인 장비가 아닌 범용장비에 속하는 CCD 카메라와 빔 프로젝트를 활용하여 사용자가 인터액티브하게 참여할 수 있는 게임 시스템의 설계와 구현에 관한 논문이다. 이 시스템에서 사용자는 별도의 센스가 부착된 장비가 없이 간단한 색상 마커만을 가지고 컴퓨터가 생성한 가상 공간에서 빔 프로젝트로 구성한 가상 공간에서 캐릭터와의 실시간 게임을 즐길 수 있는 기능을 가지고 있다.

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Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.106-117
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    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.