• Title/Summary/Keyword: 중독성

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모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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Animal poisoning in Korea in 1974-June 2013 (한국 동물의 중독성 질병 발생상황 (1974년~2013년 6월))

  • Lee, Hyunkyoung;Bae, You-Chan;Lee, Boram;Lee, Kyunghyun;Baek, Kanghyun;Lee, Myoung-Heon
    • Korean Journal of Veterinary Research
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    • v.53 no.3
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    • pp.149-153
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    • 2013
  • Animal poisoning has been occurred in Korea. However, the lack of the data about animal poisoning in Korea makes clinicians and diagnostician difficult to obtain information on poisoning cases. In this paper, we tried to gather information about animal poisoning from 1974 to June 2013 in Korea. Animal and Plant Quarantine Agency (QIA) record database were used to examine recent trends in animal poisoning. The analysis showed that the cattle was reported to be the most common species involved in animal poisoning and botulinum toxin constituted the primary group of toxicants. Animal poisoning occurred frequently on January and in Gyenggi-do. Although the data present in this manuscript is a little, it will be helpful to understand the general trend of animal poisoning in Korea.

Attitude to Drug Abuse in Adolescent in Jeollanam-do (전라남도 청소년의 약물남용 태도 조사)

  • Kim, Eun-Yeob;Park, Chong-Sun
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.667-669
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    • 2010
  • 본 연구에서는 청소년의 일반적 비의도적 약물에 대한 인식과 태도를 확인하고자 하였다. 전라남도 22개 시군구 초중학교를 대상으로 무작위 추출 설문을 하였다. 약물남용예방 교육을 받은 경험 유무에 대한 결과는 438명 42.9%는 약물예방교육을 받은 경험이 있다고 하였으며, 582명 57.1%는 약물예방교육을 받은 경험이 없다고 응답하였다. 약물(술, 담배 포함)을 사용하여 기분이 좋아진다면 약간의 후유증은 무시해도 되는가에 대하여 86.2%가 그렇지 않다고 응답하였다. 술, 담배, 흡입제(본드, 가스) 등은 중독성이 없는지에 대하여 17.3%가 그렇다고 다소 높은 응답을 보였다. 담배는 피울수록 흡연량이 늘어나는가에 대한 질문은 사전 교육을 받은 그룹이 사전 교육을 받지 않은 그룹보다 '그렇다'고 높은 응답을 하였다. 만약 친구가 약물사용을 권유한다면 향후 어떻게 할 것인가에 대한 결과 88.9%가 정중히 거절할 것이라 응답하였다. 향후 약물 오남용 예방 교육이 있다면 참여하겠는가에 대한 결과 91.3% 가 '그렇다'고 응답하였다. 본 약물 오남용 예방교육은 효과적이였는가에 대한 결과 90.3%가 효과적이였다고 응답하였다. 따라서, 청소년의 특성을 이해하고, 올바른 건강 관련 행위 습득을 통해 성인기 건강의 기반을 형성할 수 있도록 꾸준히 노력해야 할 것이다.

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Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

A Study on Correlation between Preference for Game Element and Game Addiction in Elementary-school Students (초등학생들의 게임요소에 대한 선호도와 게임 중독과의 상관관계 연구)

  • Shim, Jeoung-Woo;Lee, Jae-Mu
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.51-58
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    • 2009
  • The purpose of this study is to clarify correlation between preference for game element and game addiction in elementary-school students. In the current elementary-school students, the game addiction is reaching the serious situation. However, there are almost no research that specifically inquired into preference for game element in elementary-school students, and research that inquired into relationship between game element and game addiction. Therefore, this study aims to prevent game addiction by clarifying correlation between the addiction to game and the relevant game element. As a result of researching, the preference for game element was significantly higher in male students than in female students. And, the students of preferring a game were higher compared to the students of not preferring a game. The preference for the social desire satisfaction was higher in the lower academic achievements. The preference for the sensible desire satisfaction and for the intellectual desire satisfaction was the highest in students of preferring RTS game. And, the preference in students of preferring racing and action game was the lowest.

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Analysis of Smartphone Addiction Status and Risk among Elementary Students (초등학생의 스마트폰 중독 실태 및 위험 분석)

  • Lee, Soojung
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.203-212
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    • 2014
  • With regard to recently emerged problems of smartphone addiction among adults and adolescents, this paper researched upper-grade elementary students depending on various demographic factors that have not been studied thoroughly so far. The survey was conducted on 1570 students in grades 4~6 of schools in Gyeonggi province. Results showed that, first, the average rate of smartphone ownership was about 66%. Second, about 1% of the students belonged to high-risk group, 5.7% to at-risk group, and normal user group was 93.3%. Third, based on the demographic factors, grade and academic achievements each was significantly correlated to the type of addiction group. For example, students with poor academic performance or in higher grade were more likely to be highly addictive. Fourth, both groups of at-risk and of normal-user pertaining to these factors - in urban areas, male students, sixth-grade, in dual income families - showed higher addictiveness score. But they were contrasted in the aspects of household economy and academic performance: at-risk group was more addictive in affluent families or excellent academic performance, whereas normal-user group had higher level of addictiveness in case of poor families or lower academic performance.

A Study on the Promotion of Global Competitiveness of Korean Game Industry through Activation of Arcade Game business (아케이드 게임비즈니스의 활성화를 통한 한국 게임산업의 글로벌 경쟁력 증진 방안에 관한 연구)

  • Kim, Young-Wook;Jang, Young-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.289-295
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    • 2013
  • Arcade game up until early 2000 had been highly influential and profitable industry that occupied most of the market share for the Korean domestic game industry. However, extensive and yet tightened restrictions were imposed to the industry in 2006 due to the problems of speculative games such as winning rate manipulation, serious addictiveness, and etc. This resulted in damaging healthy arcade game business and eventually caused it seemingly impossible to comeback up until now. This study is to address the current arcade game industry in Korea along with the best practices in other countries to come up with propositions for the comeback of domestic arcade game industry and improvement of competitiveness. Ultimately it is to develop diversification and flexibility and to induce new business opportunities in the domestic arcade game industry by proposing the ways to convert the bad perception and introduction of functional games.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.65-75
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    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.