• Title/Summary/Keyword: Cell Phone Games

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The effects of emotional characteristics of adolescents on cell phone addiction (청소년의 정서적 특성이 휴대폰 중독에 미치는 영향)

  • Sohn, Shinyoung
    • The Journal of Korean Society for School & Community Health Education
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    • v.14 no.1
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    • pp.1-12
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    • 2013
  • Purpose: This study aimed to identify the influencing the effects of emotional characteristics of adolescents on cell phone addiction and to form the basis for the developments of programs to protect addictive cell phone use. Methods: The data of the Korean Child-Youth Panel Survey(KCYPS) was analyzed using the SPSS 18.0 program. Results: The influencing factors of the cell phone addiction were gender, attention, physical symptoms, depression, aggression, social withdrawal, games and entertainment, listening to music, text messages, call family and watching movies. The factors accounted for 30.6% of variance in cell phone addiction. Conclusions: These results suggest that cell phone addiction are influenced by emotional characteristics of adolescents. These results may contribute to development of programs to prevent cell phone addiction.

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Cell Phone Addiction in School-Age Children and Related Factors (학령 초기 아동의 휴대전화 중독 정도와 영향 요인)

  • Koo, Hyun-Young;Kim, Eun-Jung
    • Child Health Nursing Research
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    • v.21 no.1
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    • pp.55-63
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    • 2015
  • Purpose: The purpose of this study was to identify cell phone addiction in school-age children and factors influencing addiction. Methods: The participants were 163 parents of elementary school students in the 1st to 4th grades. Data were collected through self-report questionnaires completed by the parents, and analyzed using the SPSS/WIN 19.0 IBM program. Results: Of the children, 86.5% were reported as being average users, 9.2%, at risk users, and 4.3%, at high risk users. Cell phone addiction in the children was significantly different according to games played by the children and parents' monthly income. Significant factors influencing cell phone addiction in the children were children's self-control, games played by the children, parents' cell phone addiction and parental control for children's cell phone use, explaining 24% of variance in cell phone addiction. Conclusion: The findings indicate that cell phone addiction in school-age children is influenced by parent-related factors as well as personal factors. Therefore approaches to education programs on cell phone use in school-age children should include parent-related factors as well as personal factors of the children.

A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Smartphone Use Patterns of Smartphone-dependent Children

  • Park, Jeong Hye
    • Child Health Nursing Research
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    • v.26 no.1
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    • pp.47-54
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    • 2020
  • Purpose: The purpose of this study was to identify the smartphone use patterns of smartphone-dependent children. Methods: The study design was a cross-sectional descriptive study. The data were derived from the 2017 survey on smartphone over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. The study sample was 595 elementary school students identified as being smartphone-dependent. The data were analyzed by frequency, percentage, mean, standard deviation, the independent t-test, the x2 test, the Pearson correlation coefficient, and multiple regression analysis. Results: The frequency of smartphone use was the factor strongly associated with more severe smartphone dependence in participants. Games were the most commonly used application type among participants, regardless of their degree of dependence. More severe smartphone dependence was associated with greater use of applications such as learning and television/video. Conclusion: As smartphone dependence becomes more severe, children tend to use their smartphones more frequently and to use applications that involve solitary play for the purposes of entertainment and pleasure. The findings suggest that the parents should attentively monitor their children's smartphone use patterns and provide consistent discipline in a way that ensures appropriate smartphone use.

Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

Study on the impact of each family communication type on children's use of media (가족의 커뮤니케이션 유형이 아동의 미디어 이용에 미치는 영향에 관한 연구)

  • Lee, Woo-Hyun;Lim, Shang-Ho
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.173-179
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    • 2013
  • For this study, we conducted a survey targeting elementary school students to examine how the type of family communication shows differences in the children's use of media to draw up effective measures to use media. The result of study is that meaningful differences showed according to the time spent watching TV(F=6.719, p<.05) and using PC(F=7.713, p<.05) or cell phone(F=6.404, p<.05). The authoritative type pursuing obedience preferred entertainment programs and spent much time watching TV and preferred entertainment games when using a PC. The deliberating type pursuing conversations preferred educational and informative programs when watching TV and informative programs when using a PC. This study is meaningful in that it presents lessons learned to draw up measures for children to effectively use media based on the study results.

Factors Associated with Dependence among Smartphone-Dependent Adults in Their 20s (스마트폰에 의존하는 20대 성인의 의존 관련 요인)

  • Park, Jeong-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.366-373
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    • 2020
  • This study explored the factors associated with dependence among smartphone-dependent adults in their 20s. The data was derived from the 2017 survey on smartphone over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. The participants were 879 adults in their 20s. The data was analyzed by frequencies, percentages, means, standard deviations, independent t-tests, Pearson's correlation coefficients, and multiple regression analysis. The results revealed instant messengers as the most used application by participants. Participants in the high risk category of dependence also used SNS (Social Networking Services), music, and games more than those in the potential risk category. The more serious the dependence, the greater the frequency of smartphone use (β=.16, p=.000), and use of games (β=.10, p=.028), webtoons (β=.14, p=.004), SNS (β=.09, p=.047), and financial transactions (β=.17, p=.000). They did not recognize their smartphone dependence when it was relatively low. However, when this became serious, they then realized that they depended on the smartphone more than others. That means that it is not easy for adults to recognize their smartphone dependence on their own. However, recognition of the problem is the first step for adults to solve their problems. A program that evaluates their problematic smartphone use should be installed and used on all smartphones.

The effect of music therapy for 119 emergency medical technicians with high post-traumatic stress

  • Ahn, Hee-Jeong;Shim, Gyu-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.221-226
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    • 2021
  • This study was examined the effect and the continuity of music therapy for reduce on post-traumatic stress (PTS) in 119 emergency medical technicians (EMTs). The subjects of the study were 42 EMTs in the C area, and the study was conducted from November 25, 2019 to March 1, 2020. The experimental group conducted a total of ten music therapy programs twice a day for five days. The session-specific program was conducted by two music therapists, including the early, mid, late, and closed stages. Each step applied intervention techniques necessary for goals such as improvisation, rhythm making, Nanta, and couple physical activities. The control group was required to take a free break (TV viewing, cell phone games, sleep, exercise, etc.) at the same time as the experimental group's program. The study found that the control group had no difference in PTS before and after the application of music therapy, but the experimental group had a significant decrease in PTS immediately after the application of music therapy and a gradual increase in PTS after 4 and 12 weeks (p<.05). Repetitive music therapy is judged to be an effective way to mitigate the PTS leve for EMTs.