• Title/Summary/Keyword: 친구와 게임 수행

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A study on the effect of juvenile game play on future happiness - focus on the mediating role of trusting others (청소년의 게임 수행이 미래 행복도에 미치는 영향 - 친구와의 게임 수행과 타인 신뢰도와의 관계를 중심으로)

  • Choi, Seong-Rak
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.109-120
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    • 2019
  • This study analyzes how game play influences players' future happiness. Survey of 400 juveniles who attended G-star, a game show, was conducted to look into the influence of playing game with friends over players future happiness and their trust level towards others. The result suggests that playing game with friends and trust level towards others have positive influence on the future happiness level. In conclusion, playing game with friends has influence over players future happiness level with trust level towards others as a mediation variable.

Analysis of the Current Status of Elementary School Students' Computer Game Addiction and its Causes (초등학생의 컴퓨터 게임 중독 실태와 원인 분석)

  • Jang, Gwan-Young;Jo, Mi-Heon
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.45-50
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    • 2007
  • 최근 과학기술의 발달에 따른 컴퓨터 산업의 대중화로 각 가정마다 컴퓨터 1대씩은 필수로 보유하고 있다. 이러한 추세에 따라 초등학교 교육과정에도 재량활동으로 ICT 교육을 체계 있게 실시할 수 있도록 하고 있다. 하지만 컴퓨터를 가지고 정보를 활용하는 순기능을 잃어버리고 역기능이 학습지도와 생활지도의 문제로 등장했으며 컴퓨터 게임으로 인해 수많은 부정적인 영향을 끼치는 것으로 나타났다. 본 연구에서는 전국 여러 곳에서 초등학교의 고학년 학생들의 자료를 수집한 다음 이것을 특별시 광역시지역, 중 소도시지역, 읍 면지역으로 구분한 후 학생들의 컴퓨터 게임 사용 실태를 알아보고, 컴퓨터 게임 중독 측정도구를 사용하여 컴퓨터 게임 중독의 유무를 파악하며, 컴퓨터 게임 중독에 영향을 미치는 여러 요인들을 찾아보았다. 중독이 되는 요인으로는 남학생일수록, 학교 성적이 낮을수록, 게임 사용 경력이 오랠수록, 게임 사용 빈도가 높을수록, 게임 사용 시간이 많을수록, 공격성과 충동성이 높을수록, 자기통제가 안 될수록, 부모로부터 존중을 받지 못할수록, 공부스트레스가 많을수록, 대인불안이 높을수록, 친구 따라서 게임할수록 중독이 잘되는 것으로 나타났다. 소속감과 재미와 성취감이 관련이 높은 것으로 나타났다. 중독의 실태 및 요인을 알아 본 바에 따르면, 컴퓨터 중독을 비방하는 가장 큰 방법은 가정에서 부모가 자녀를 존중해주고, 바른 인성을 길러 공격성과 충동성이 높지 않고, 게임을 많이 좋아하지 않는 친구를 사귀는 것이 중요하다고 하겠다. 그리하여 가정과 학교와 사회가 올바로 역할을 수행한다면 정보화의 역기능인 컴퓨터 중독을 예방하고 정보 활용의 본래의 기능을 되살릴 수 있으리라 본다.

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The influence of in-group favoritism on 5 to 6-year-olds' resource-allocation decisions (5-6세 아동의 분배 결정에 내집단 선호가 미치는 영향)

  • Cha, Minjung;Song, Hyun-joo
    • Korean Journal of Cognitive Science
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    • v.26 no.2
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    • pp.241-261
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    • 2015
  • The current study investigated whether in-group bias affects 5- to 6-year-old children's resource-allocation decisions. In Experiment 1, participants were asked to allocate 10 stickers between a friend (an in-group member) and a stranger (an out-group member). Children allocated significantly more stickers to friends than to strangers, suggesting that they made distributive decisions in favor of their in-group members, when they were not the beneficiary of a resource-allocation. In Experiment 2, we examined whether being one of the recipients in the resource-allocation game would affect children's decisions. The procedure was identical to that of Experiment 1 except that participants were asked to allocate stickers between themselves and a friend or a stranger. The children showed selfish distributions regardless of recipients. These results indicate that when children become one of the recipients in a resource-allocation, their self-interests override their preference for in-group members.

The Influence of Social Relationship on Adaptive and Maladaptive Game Use (사회적 관계가 게임 이용 행태에 미치는 영향: 게임 선용 정도와 게임 과몰입을 중심으로)

  • Baek, Kyungmin;Yoo, Mihyun;Kang, Hyeyeon;Cho, Munseok
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.77-85
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    • 2020
  • This paper uses Preliminary Surveys of Game User Panels conducted in 2019 to examine how social relations that young game users held affect game use. In particular, we analyzed how social relations of youth affect adaptive and maladaptive usage of game. According to the statistical results, the quality of the relationship between users and parents and that of the relationship between users and their friends do not have consistent effects on the degree of adaptive and maladaptive game use. Also, the results suggests that game-related information can play as a double-edged sword for young game users by reinforcing the degree of adaptive and maladaptive game use. The results implies the possibility of interaction between adaptive and maladaptive game using behavior as an interpretative framework in social context rather than mutually exclusive mechanisms.

The Effects of Adolescent's Relationships with Parents and School/institute Teachers as Protection Factors for Game Addiction: Comparative Analysis of Elementary, Middle, and High School Levels (청소년 게임중독의 보호요인으로서 청소년과 부모 및 학교·학원 교사와의 관계의 영향: 초·중·고 학교급별 비교분석)

  • Song, Indeok
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.298-314
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    • 2020
  • This study was conducted for the purpose of empirically analyzing the effects of the adolescents' relationships with major adults as the protection factors for their game addiction. Specifically, the discriminatory effects of adolescents' relationships with their parents, school teacher, and educational institute teachers on game addiction among elementary, middle, and high school students were compared. Analyzing the data from "2019 Korean Children and Youth Happiness Index" (N=7,454), it was found that adult relationships are significant factors explaining the level of game addiction even after controlling the influence of adolescents' demographic and social characteristics, game use behavior, and friend relationship factors. In the case of elementary school students, the relationship with their mothers reduces the risk of game addiction, while for middle and high school students, the relationship with fathers acts as a protection factor for game addiction. Meanwhile, the protection effects of the relationship between teenagers and school teachers on game addiction was found only in middle school students, and contrary to expectations, the relationship with the educational institute teacher did not have a significant impact on the game addiction of teenagers. Based on the above major research results, this study discussed on the development of programs and policies for the prevention and intervention of youth game addiction and provided suggestions for the follow-up research in the future.

An analysis of students' engagement in elementary mathematics lessons using open-ended tasks (개방형 과제를 활용하는 초등 수학 수업에서 학생의 참여 분석)

  • Nam, Inhye;Shin, Bomi
    • The Mathematical Education
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    • v.62 no.1
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    • pp.57-78
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    • 2023
  • Students' engagement in lessons not only determines the direction and result of the lessons, but also affects academic achievement and continuity of follow-up learning. In order to provide implications related to teaching strategies for encouraging students' engagement in elementary mathematics lessons, this study implemented lessons for middle-low achieving fifth graders using open-ended tasks and analyzed characteristics of students' engagement in the light of the framework descripors developed based on previous research. As a result of the analysis, the students showed behavioral engagement in voluntarily answering teacher's questions or enduring difficulties and performing tasks until the end, emotional engagement in actively expressing their pleasure by clapping, standing up and the feelings with regard to the topics of lessons and the tasks, cognitive engagement in using real-life examples or their prior knowledge to solve the tasks, and social engagement in helping friends, telling their ideas to others and asking for friends' opinions to create collaborative ideas. This result suggested that lessons using open-ended tasks could encourage elementary students' engagement. In addition, this research presented the potential significance of teacher's support and positive feedback to students' responses, teaching methods of group activities and discussions, strategies of presenting tasks such as the board game while implementing the lessons using open-ended tasks.

Investigating Korean College Students' Internet Use Patterns and Motivations, and Exploring Vulnerability of Internet Dependency (대학생들의 인터넷 이용 형태와 이용동기 그리고 인터넷 중독 가능성에 관한 연구)

  • Song, Jong-Gil;Choi, Yong-Jun
    • Korean journal of communication and information
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    • v.16
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    • pp.71-107
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    • 2001
  • 미국에서 이루어진 인터넷 중독 현상에 대한 초기 연구는 인터넷 중독을 알코올중독과 같은 개인의 정신적 질병으로 간주하는 의사들에 의해 주도되었다. 그러나 사회현상으로서 인터넷 중독에 대한 사회과학자들의 관심이 증대되면서 인터넷 중독의 원인을 밝히는 본격적인 연구가 이루어진다. 인터넷 이용과 초고속 인터넷 망 보급속도에서 세계최고 수준을 자랑하는 우리의 경우에도 인터넷 이용에 따른 많은 부정적인 현상들이 나타남으로써 사회적인 문제로 대두되고 있다. 이에 따라 인터넷 중독에 대한 일부 연구가 수행되었는데 이들 연구들은 인터넷 이용패턴과 이용동기를 개별적으로 분석하고 인터넷 중독정도를 측정하는 차원에 머물고 있다. 즉, 인터넷 중독의 원인을 분석하는 차원에 이르지 못하고 있다. 또한 대부분의 연구들이 10대 청소년을 연구대상으로 하고 있기 때문에 다른 연령층의 인터넷 이용특성을 파악하는 데 한계를 가지고 있다. 이 같은 현실 인식을 바탕으로 본 연구는 2000년에 발표된 한국전산원 통계수치에서 인터넷을 가장 많이 이용하는 집단으로 조사된 대학생들을 연구대상으로, (1) 이들의 인터넷 이용패턴과 이용동기를 밝히고 (2) 이들 변인들과 인터넷 중독과의 상호관련성을 분석하며 (3) 인터넷 중독의 정도와 중독요인을 조사하고 (4) 마지막으로 인터넷 이용이 다른 미디어 이용과 면대면 커뮤니케이션에 미치는 영향을 분석하고 있다. 본 연구의 자료는 2000년 5월 8일부터 19일까지 2주간에 걸쳐 서울시내 대학생들을 대상으로 강의시간에 설문지를 배포하고 응답자가 설문지에 답하는 방법을 통해 수집되었다. 수집된 556명의 설문지 가운데 유효한 512명의 설문지가 통계적인 방법을 통해 분석되었다. 설문지는 (1) 인터넷 이용패턴 (2) 인터넷 이용 동기 (3) 인터넷 의존도 (4) 인터넷 이용 이후 다른 미디어 이용정도 (5) 인터넷 이용 이후 면대면 커뮤니케이션 정도 (6) 인구통계학적 변인을 측정하는 질문 내용으로 구성되었다. 통계 분석 후 나타난 몇 가지 주요결과를 요약하면 아래와 같다. (1) 이용동기와 인터넷 이용과의 상호관련성 이용동기를 요인 분석한 결과, 6개의 이용동기가 나타났는데 오락이 가장 주요한 동기였으며 다음으로 교육/정보, 현실도피, 외로움, 쇼핑, 그리고 성적 만족 순으로 나타났다. 이용 동기들을 인터넷 이용시간과의 상호관련성을 통계 분석한 결과 기존 연구결과와 달리 성적 만족이 6가지 요인 가운데 가장 낮은 상호관련성을 보였다. 또한 이용동기 분석에서 두 번째 높게 나타난 교육/정보 역시 성적 만족 다음으로 낮은 상호관련성을 보여주었다. 이는 대학생들의 인터넷 이용이 10대들의 인터넷 이용형태와 상당히 다르다는 것을 보여주는 것으로 본 연구에서는 수행하지 못한 이 같은 결과가 나오게 된 이유를 밝히는 후속연구가 필요할 것으로 보인다. (2) 인터넷 이용동기와 인터넷 서비스와의 상호관련성 '오락은 게임, 토론그룹, 전자메일, 채팅과 상호관련을 가진 것으로 나타났으며, 교육/정보는 검색과 쇼핑, 현실도피는 게임과 토론그룹, 외로움은 토론그룹, 전자메일과 채팅, 쇼핑은 온라인 쇼핑과 상호관련성이 있는 것으로 분석되었다. 흥미로운 사실은 성적 만족과 관련해서 게임과 채팅은 긍정적인 상호관련을 가진 것으로 나타난 반면 전자메일 서비스 이용은 성적 만족과 부정적인 상호관련을 가진 것으로 분석되었다. 이는 대학생들이 지루하게 느끼거나 외로움을 느낄 때 전자메일을 주로 이용하지만 성적 만족을 위해 전자메일을 이용하지 않고 있다는 사실을 보여주는 것이다. (3) 인터넷 이용 이후 다른 미디어와 면대면 커뮤니케이션과의 관계 인터넷을 이용한 후 응답자들의 전통적인 미디어(텔레비전, 라디오, 신문, 잡지, 편지, 전화) 이용이 감소되었으며 친구, 가족, 이성친구와의 면대면 커뮤니케이션 역시 감소된 것으로 나타났는데 이 같은 감소가 인터넷 이용과 관련이 있는 것으로 나타났다. (4) 인터넷 중독 정도와 중독 요인 10대들을 대상으로 한 기존 연구에서 나타난 인터넷 중독 현상이 대학생 집단에서는 나타나지 않았다. 그러나 응답자의 28.5%가 중독집단으로 발전될 가능성을 가진 잠재적인 인터넷 의존자(Moderate Internet Dependent)로 조사되었다. 인터넷 중독을 설명하는 요인으로 이용동기 가운데 오락, 외로움과 현실도피가 주요 변인으로 나타났으며 인터넷 이용시간 역시 주요변인으로 분석되었다. 흥미 있는 결과는 선행연구에서 인터넷 중독과 밀접한 관련 있는 인터넷 서비스로 조사된 게임과 채팅이 주요변인으로 나타나지 않았다는 것이다. 또한 인터넷 이용동기와 이용시간과의 상호관련 조사 결과에서처럼 전자메일서비스는 인터넷 중독과 부정적인 관계가 있는 것으로 조사되었다.

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The Current Status of Life and Happiness of Out of School Youth (학교 밖 청소년의 생활실태와 행복감 관련 변인)

  • Hwang, Yeoun-Kyoung;Hong, Eun-Young
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.57-64
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    • 2018
  • The purpose of this study was to analyze the current status of life and psychological characteristics of 250 out of school youth in Cheonan city, and to identify the factors affecting the happiness. For statistical analysis, SPSS 21.0 were used, and reliability, mean comparison, correlation and multiple regression analysis were applied. First, adolescents who stopped studying due to family problems was lower in self-esteem than those who did for other reasons. Males was higher in happiness than females, and those who were less than two years of drop-out duration than those with over two years. Second, out of school youth used a day as 7.9 sleeping hours, 3.91 working hours. For the places for daily activities, they stayed at home for 10.73 hours, at working place for 3.66 hours. The future plan was the most for job plan. Third, there was a positive correlation between self-esteem, hope, and happiness of adolescents out of school. Fourth, the relative impact on the happiness of out of school youth ranked in the order of self-esteem, hope, employment plans, and household income level.

Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.

A Study on the Nutrition Contents and Blood Glucose Response Effect of Diabetic-Oriented Convenience Food prepared Medicinal Plants and Chicken (생약재와 닭고기를 이용하여 개발된 편의 당뇨식사의 영양성분 및 혈당반응)

  • 한종현;박성혜
    • Journal of the East Asian Society of Dietary Life
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    • v.12 no.2
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    • pp.91-99
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    • 2002
  • This study was carried out to develop a diabetic-oriented convenience flood using 7 medicinal plants (Schisandra chinensis, Coix lachryma-jobi, Dioscorea batatas, Ophipogon japonicus, Lyicium chinense, Houttuynia cordata, Polygonatum sibiricum) and chicken. Portion size was 310g, total calorie was 551.6 kcal and carbohydrate, lipid and protein were consisted of 53.0%, 20.9% and 26.1%, respectively. Calcium, zinc and iron content were 268.9mg, 5.4mg and 6.1mg, respectively. Crude fiber content was 22.9g. In sensory evaluation, the scores of taste, color, texture and overall acceptability were higher than normal diabetic meal. Hypoglycemic effect of the device meal for diabetic persons was excellent compared to that of normal diabetic meal. The above results indicate that the 7 medicinal plants can be used as functional ingredients fur diabetic-oriented convenience flood industry. Also, device meal can be used as ready-prepared food for weight control.

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