• Title/Summary/Keyword: 게임 장애

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A Study on the Disability Patterns in the Game (게임에서 나타나는 장애인 양상 연구)

  • Park, Chan-il;Lee, Ha-nul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.727-728
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    • 2022
  • 본 논문에서는 인권이 조명되는 요즘 문화콘텐츠에서 여성이나 성소수자 캐릭터가 조금씩 등장하기 시작했지만, 여전히 보기 힘든 장애인 캐릭터, 그중 게임콘텐츠에 집중해 알아보고자 한다. 게임에서는 주로 장애가 없는 성인 남성이 주인공으로 등장하나, 장애인 캐릭터가 아예 등장하지 않은 것은 아니다. 지금까지 게임에 나타난 장애인 캐릭터는 어떤 종류의 장애를 가지고, 장르에 따라 어떻게 표현되는지 연구하였다.

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A Study on Development of BIT(Broadcasting Integration Tools) for Game and Game broadcasting Assistive Subtitling System for the Deaf person (청각장애인의 게임 및 게임방송 시청을 위한 청각 장애보조 자막 시스템 BIT(Broadcasting Integration Tools)개발에 관한 연구)

  • Kang, Hyo Soon
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Deaf subtitles provide the hearing impaired with visual elements, commentary, and enjoyment of TV programs. Subtitles in game play are a great help to the game play for the hearing impaired as well as the average user. This paper aims at the academic research on the BIT subtitle system BIT, and is intended to help game play and game broadcasting of the hearing impaired.

Effects of Gamified Disability Awareness Program on the Peers' Disability (게임화된 장애체험활동이 비장애아동의 장애인식에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.45-54
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    • 2019
  • In this study, the effect of gamified disability awareness program was researched to examine its potential to be used as a disability awareness curriculum particular to Korean schools. The gamified program consisted of lessons related to disability skiing such as learning about Paralympic skier, experiencing mono skis, and participating in cooperative games. To examine its effectiveness, Multidimensional Attitudes Scale towards persons with disabilities (MAS) was used. Results indicate that the attitude of the experiment group showed significant change.

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.

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.

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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Effects of Perceived Stress of University Students on Internet Gaming Disorder and Lifestyle: Focusing on Mediating Effects of Social Support (대학생의 지각된 스트레스가 인터넷게임장애에 미치는 영향과 생활습관: 사회적 지지의 매개효과를 중심으로)

  • Seo, Bo-Kyung;Seong, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.653-664
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    • 2020
  • The purpose of this study was to investigate the actual status of Internet gaming disorder in university students, the relationship between perceived stress, social support, lifestyle and Internet gaming disorder, and the medium effect of social support in the relationship between perceived stress and Internet gaming disorder. The main results of the survey and analysis of 1,154 university students located in Gyeonggi Province are as follows. First, the prevalence of Internet gaming disorder among university students was 14.0 percent, which is very high. Second, the perceived stress had a positive correlation with the Internet gaming disorder. The more negatively perceived stress events occurred by university students, the higher the degree of internet gaming disorder was. Third, social support had a negative correlation with perceived stress and internet gaming disorder. The higher the support of parents, friends, and others, the lower the perceived stress and the lower the internet gaming disorder. Fourth, social support partially mediated the relationship between perceived stress and Internet gaming disorder. Even though stress was negatively perceived, the degree of internet gaming disorder was low when social support was high. Fifth, among the lifestyle habits of students, the rate of alcoholism was higher in the Internet gaming disorder group than in the non-disorder group. Finally, the results of the study and ways to prevent Internet gaming disorder among university students were discussed.

Effects of Computer Pointing Game on Visual Perception Ability of Children with Intellectual Disability (컴퓨터 포인팅 게임이 지적장애아동의 시지각 능력에 미치는 효과)

  • Kim, Kyoung-Joo;Kim, Sung-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.449-452
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    • 2010
  • 이 연구는 컴퓨터 포인팅 게임이 중도(重度) 지적장애아동의 시지각 능력에 미치는 효과를 알아보는데 목적이 있다. 이를 위해, 시지각 능력에 효과적인 컴퓨터 포인팅 게임을 난이도 수준에 따라 3단계로 설계 및 개발하였다. 효과를 최대로 이끌기 위해, 1, 2주와 3주에 적용할 교수 학습 모형을 다르게 설계하였다. 그 효과를 알아보기 위해, 성남의 지적장애 H학교 초등부 재학생 중, 중도 지적장애아동이면서 낮은 시지각 능력을 보이지만, 교정시력과 손가락 사용에 어려움이 없는 4명의 아동을 대상으로 3주간 1회에 15분씩, 15회 실험을 실시하였다. 양적인 평가를 위해, 표준화 검사 도구인 한국판 시지각 발달검사(K-DTVP-2)를 4차에 걸쳐 진행하였고, 질적 평가를 위해, 관찰평가일지를 매주 실험이 끝난 후 작성하였다. 연구결과, 컴퓨터 포인팅 게임은 지적장애아동의 시지각 능력을 양적 질적 측면에서 향상시키는 것으로 나타났다.

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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.