• Title/Summary/Keyword: 게임 위험

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Interrelation of Internet Game Addiction and Depression of an Undergraduate Student (대학생의 게임 중독과 우울감과의 상관관계)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.417-420
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    • 2010
  • 본 논문은 대학생을 대상으로 인터넷 사용 및 인터넷 게임 중독 상태를 알아보고 인터넷 게임 중독에 따른 우울 정도를 알아보기 위하여 설문조사를 실시하였다. 그 결과 연구 대상자들의 인터넷을 사용하는 주된 목적은 과제나 기타 정보를 수집하기 위하여 사용한다고 응답한 경우가 67명(33.5%)로 가장 많았고 두 번째가 게임으로 54명(27.0%)으로 나타났다. 연구 대상자들의 인터넷 게임 중독 정도에 대한 결과는 일반 사용자 군은 175명(87.5%), 잠재적 위험 사용자 군은 23명(11.5%), 고위험 사용자 군은 2명(1.0%)으로 나타났다. 연구 대상자들의 우울 정도에 대한 결과는 정상 상태가 172명(86.0%)으로 나타났고 약간 우울한 상태가 11명(5.5%)이고 상당한 우울 상태가 7명(3.5%)으로 나타났으며 매우 심한 우울 상태는 10명(5.0%)으로 나타났다. 연구 대상자들의 중독 정도에 따른 우울 정도에 대한 결과는 일반 사용자 군에서도 약간 우울한 상태인 대상자가 8명(4.6%)이고 상당한 우울 상태인 대상자는 5명(2.9%)이고 매우 심한 우울 상태인 대상자도 7명(4.0%)이나 되는 것으로 나타났으며 잠재적 위험 사용자 군에서도 약간 우울한 상태인 대상자가 3명(13.0%)이고 상당한 우울 상태인 대상자도 2명(8.7%)이며 매우 심한 우울 상태인 대상자도 1명(4.4%)으로 나타났고 고위험 사용자 군에서는 2명(100.0%) 모두 매우 심한 우울 상태를 보이는 것으로 나타났다.

Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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A Study on the Motivation of Public Welfare Game Users to Participate in Game Based on UTAUT Model (UTAUT모델을 기반한 공익성게임 유저의 게임 참여 동기 유발에 관한 연구)

  • Wanxin, Qian;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.67-78
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    • 2021
  • The subjects of this study are Chinese players who have participated in public welfare games. SPSS24.0 and AMOS24.0 were used to analyze the data, including reliability analysis, validity analysis, correlation analysis, structural equation model verification and so on. The hypothesis results show that Trust-Aware is the most important motivation dimension that affects players' participation in public welfare games. Under the dimension of Performance Expectancy, the main influencing factors are players' needs for self-realization and concern for vulnerable groups. Perceived Risk and Social Influence are the motivational factors that influence players' participation in public welfare games.

A Study on Deaf Students' Use of Internet Games (청각장애 학생의 인터넷 게임 이용 실태 연구)

  • Yi, Seung-Hoon;Kim, Jung-Soo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.15-24
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    • 2014
  • This research examined the actual state of deaf students' use of Internet games by administering an Internet game addiction scale test to 201 deaf students from elementary, middle or high schools. The research findings indicated that middle and high school students were more likely to be left at home after school without their protector's presence than elementary school students. The average daily sleep hours of deaf students were similar to or fewer than those of general students, and the amount of their Internet access time and the one spent on Internet games were greater than that of non disabled students. As for the Internet user types, more male deaf students were categorized into risk user type than female deaf students, and the number of deaf risk user type students was significantly higher than that of non disabled risk user type students. The results suggest that the on-going national research on the actual state of Internet game users should include disabled students and that there is an urgent need to develop prevention programs of computer games overindulgence.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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An Experimental Study on the Prospect Theory (전망이론에 관한 실험연구)

  • Guahk, Seyoung
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.107-112
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    • 2017
  • This paper performed an experimental study to test the validity of the prospect theory proposed by Tversky and Kahneman as an alternative to the expected utility theory. 115 college students attended the hypothetical games to choose one of two lotteries, one is safe option while the other one is risky. The risky options were set up to have low, medium or high probability of payoffs or losses. The amount of payoffs and losses of the lotteries was either large or small. Maximum likelihood estimation of the hypothetical games have shown that in case of high probability of positive payoffs the respondents were risk averse and when the probability of positive payoffs were small the respondents were risk loving. when the possibility of loss is high they were risk loving, while the probability is of loss is low the respondents were found to be risk averse. When the probability of risky options were medium the results were significant statistically in case of only losses. The amount of positive payoff or losses does not affect the results. Overall the results of this experiments support the prospect theory more than those of Laury & Holts (2008).

Proposal for Social Casino Game Policy based on Responsible Game System (책임게임시스템 기반 소셜 카지노 게임 정책 제언)

  • Song, Seung-keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2039-2044
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    • 2016
  • This study aims to investigate the safety instrument to prepare the policy alternative for social web-board game which will be developed to base on social network in the future although social casino game is not available in Korea now. We reviewed several literature about responsible game system applied to especially U.S. New Jersey, responsible gambling system acted in the being advanced all countries. Game experts built up user protection model as previous work to prepare the law and policy which such a responsible game system will apply for current web-board gaem and future social casino game. As a result, this research revealed that standard of judgement which can identify four kind of addiction danger user group are raised. We expect to help this user protection alternative to provide the law and policy instrument for future social casino game and complement the problem of current web-board enforcement.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

Development of Mobile Game Control System for Self-directed Curing of Game Addiction (자기주도적 게임 중독 치료를 위한 모바일 게임 제어 시스템 개발)

  • Yang, Seung-Heon;Lee, Kyung-Hee;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.231-234
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    • 2017
  • 4차 산업혁명 시대에 접어드는 중심에 살고 있는 청소년들에게 스마트미디어는 삶의 가장 중요한 일부분이다. 미래창조과학부에서 발표한 2016년 조사에서 만 6세 이상 85%(2015년 대비 2.5%p${\uparrow}$)가 스마트 기기를 보유하고 있는 것으로 나타났다. 스마트기기의 보유율 증가는 게임 플랫폼으로 접근성이 높아지는 것을 의미하고 모바일 게임에 대한 과몰입 위험도가 커진다. 많은 연구와 논쟁이 이루어지는 온라인 게임에 대한 과몰입 대비에 비해 모바일 게임 과몰입 대책은 전무한 실정이다. 본 연구에서는 게임 과몰입에 가장 취약한 중학생을 대상으로 모바일 게임 제어 시스템을 통해 학생들이 자기 주도적으로 모바일 게임 과몰입에서 벗어날 수 있게 유도하였다. 학생들이 해당 시스템을 평상시에 활용했을 때 효율성과 실제 구현에 있어 고려해야 할 사항에 대해 알아보고자 한다.

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A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.