• Title/Summary/Keyword: 게임 이용 장애

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A Study on the International Classification of Diseases of Gaming Disorder and the Game Addiction Tax (게임이용 장애의 질병코드 등재와 게임중독세에 관한 연구)

  • Rhee, Chang Seop
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.99-110
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    • 2021
  • WHO passed the ICD-11 amendment in 2019, which included gaming disorder, and there are confronted opinions whether this should be listed in the revision of the KCD in Korea. This study explains the consent and opposition to the listing of gaming disorder, and then investigates the effect of the listing of gaming disorder and the adoption of gaming addiction tax. The results of this study find that the listing of gaming disorder and the adoption of gaming addiction tax could negatively affect the investment value and the global national competitiveness of the Korean game industry.

신체 장애우를 위한 얼굴 특징 추적을 이용한 실감형 게임 시스템 구현

  • Ju, Jin-Sun;Shin, Yun-Hee;Kim, Eun-Yi
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.475-478
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    • 2006
  • 실감형 게임은 사람의 신체 움직임 및 오감을 최대한 반영한 리얼리티를 추구하는 전문적인 게임이다. 현재 개발된 실감형 게임들은 비 장애우를 대상으로 만들어 졌기 때문에 많은 움직임을 필요로 한다. 하지만 신체적 불편함을 가진 장애우들은 이러한 게임들을 이용하는데 어려움이 있다. 따라서 본 논문에서는 PC상에서 최소의 얼굴 움직임을 사용하여 수행할 수 있는 실감형 게임 시스템을 제안한다. 제안된 실감형 게임 시스템은 웹 카메라로부터 얻어진 영상에서 신경망 기반의 텍스쳐 분류기를 이용하여 눈 영역을 추출한다. 추출된 눈 영역은 Mean-shift 알고리즘을 이용하여 실시간으로 추적되어지고, 그 결과로 마우스의 움직임이 제어된다. 구현된 flash게임과 연동하여 게임을 눈의 움직임으로 제어 할 수 있다. 제안된 시스템의 효율성을 검증하기 위하여 장애우와 비 장애우로 분류하여 성능을 평가 하였다. 그 결과 제안된 시스템이 보다 편리하고 친숙하게 신체 장애우 에게 활용 될 수 있으며 복잡한 환경에서도 확실한 얼굴 추적을 통하여 실감형 게임 시스템을 실행 할 수 있음이 증명되었다.

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The role of relationships between parents of gaming disorder in elementary school students (초등학생 게임 이용 장애의 부모 간 관계의 역할: 교내 및 가정 내 관계성을 통제변수로 하여)

  • Lim, Han Sol;Jung, Chang Won
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.59-72
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    • 2021
  • Based on the theory of adolescent development, the study analyzed how the relationship among elementary school students and their parents and intimacy between the parents affects elementary school children's gaming disorders. The current study focused on the different gender effects and the relationship between parents. The results indicated that the closer the relationship with the mother of elementary school girls and the better the relationship between the parents of boys were associated with the lower the gaming disorder. The significance of study is to analyze the importance of the relationship between parents in preventing gaming disorder.

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 Complementary Approach of a Psychosocial and Cultural Perspective to Gaming Disorder (게임 이용 장애에 대한 심리사회적 관점과 문화적 관점의 상호보완적 접근)

  • Seo, Dowon;Song, Yongsu
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.83-92
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    • 2020
  • The WHO has defined gaming disorder as a disorder, and there are arguments for and against it from different perspectives. In response, this paper tried to identify the disease model, psychosocial, and cultural perspective for complementing them with an interdisciplinary attitude. First, universal prevention should be provided for general game users to get literacy. Second, selective prevention should be provided for a potentially risky group to find out the alternative activity. Finally, indicated prevention should be provided for a risky group to be treated.

Content Analysis of News Coverage on Games after the Inclusion of Gaming Disorder in ICD-11 (WHO의 게임 이용 장애 질병 코드화 이후 언론의 게임 보도에 대한 내용 분석)

  • Lee, Sook-Jung;Youk, Eun-Hee
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.91-106
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    • 2021
  • This study examined how news has covered games since the decision to include gaming disorder in ICD-11. Data were 694 news article on games in five major newspapers. The results indicated the following: While the proportion of reports on game industry was high, those reports were mainly straight news announcing industry status and corporate management status. Reports on game policy focused on regulations, particularly game addiction or disorder. Reports on game uses and effects showed very low rates, but they have followed the existing practices of reporting games as the cause of extreme crimes and deviant behaviors.

Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

Effect of Serious Games on Disability Player Performance by Ability Levels (장애 아동 플레이어 능력의 차이에 따른 기능성 게임 효과의 차이)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.149-156
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    • 2015
  • In this research, the effect of serious game on the task performance of adolescents with intellectual disabilities was investigated. A total of 31 students participated in a pre-post-with-control-group-design study. Results indicate that among the high-, moderate-, and low- ability students, the moderate-ability students gained the most from the game, in both speed and accuracy. From the results we can understand that game-based training has the most effect on the moderate level students. Also, the findings of this study show that serious games can be effective training tools for this population.

Effect of Barista Job Training Game on Occupational Self Efficacy of Persons with Intellectual Disability (기능성 게임을 이용한 바리스타 직무훈련이 지적장애인의 직무효능감에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.63-70
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    • 2017
  • Occupational self-efficacy is one of the factors necessary for successful occupational rehabilitation of persons with intellectual disabilities. In this research, we investigated to see whether participating in a game-based training for job affects occupational self-efficacy. We compared a group who played a job-training game during traditional training with a group who participated only in traditional training. The results indicate that overall occupational self-efficacy of the game-based training group was affected significantly compared to the control group. Among the four subcategories, problem solving self efficacy and stress management self-efficacy showed significant improvement.

A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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