• Title/Summary/Keyword: Fun factors

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The Adolescents' Experience in Drug Abuse (청소년의 약물남용 경험)

  • Kim, Kway-Bun;Lee, Kyung-Ho
    • Journal of Korean Academy of Nursing
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    • v.30 no.4
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    • pp.917-931
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    • 2000
  • This study was to provide understanding for the juvenile problem of drug brought about by industrialization, and the importance people that we should take a role in helping to resolve the problem. The purpose of this study lies in approaching the effective methods to prevent Korean adolescents from being involved in drug by examining the factors of their experience. The method of this study is designed to grasp the adolescents' drug experience, its meaning, its structure and the nursing intervention ways. By applying a phenomenological approach which is based on a qualitative research method, the researchers hoped to reveal key data in each group. It has been carried on from October 1998 until September 1999 with sample of 5 adolescent inmates in K mental hospital located in Seoul. The data were collected by sereous personal deep interviews and observations. Collected data were analyzed according to the phenomenological method suggested by Giorgi. The results of this study are as follows: First, pleasure seeking: curiosity, joy, and fun; Second, affiliation: formation of clique with the same age; Third, escape from reality: loneliness, emptiness, heroic mind, self- confidence, self-absorption, and comfort; Forth, feeble- mindedness: anxiety, fear, and temptation; Fifth, psychological unadaptation: wandering, forfeiture, and incompetence; Sixth, physical counteraction: headache, vomiting, loss of memory, loss of appetite and loss of sensibility; Seventh, psychological confusion: illusion, auditory hallucination and dream; Eighth, recovery of self-consciousness: repentance, desire and awareness This study results in the following suggestions of the nursing intervention 1. To cultivate a wholesome game culture for the adolescents. 2. To make up the group activities so that the adolescents can establish their sense of identity through a variety of group counseling program. 3. To foster the capability to cope with the change in the process of social accommodation. 4. To enforce the social life skill for the adolescents. 5. To practice the systematic education about drug use. 6. To develop the social education programs. 7. To help the adolescents build up their sense of identity by applying the adolescent cure programs. Above all, it is necessary that school and community as well as home should establish the educational environment paying special concern and consideration to the adolescents.

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A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

User Acceptance of Virtual Personal Assistant Devices : An Extended Perspective of Perceived Value (가상개인비서 기기의 소비자 수용에 관한 연구 : 사용자의 지각된 가치를 중심으로)

  • Yang, HeeTae
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.179-189
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    • 2017
  • The purpose of this paper is to develop a comprehensive research model that can explain potential customers' intentions to adopt and use VPA(Virtual Personal Assistants) devices. This study proposes and validates a new theoretical model that extends the perceived value theory. Partial least squares analysis is employed to test the research model and corresponding hypotheses on data collected from 313 survey samples. Perceived value, perceived usefulness, perceived enjoyment are important factors affecting the adoption of VPA devices. To increase potential users' intention to use, VPA device manufacturers should not only focus on developing utilitarian functions but also fun features based on open development echo-system. This study is the important empirical attempt to examine user acceptance of VPA devices, as most of the prior literature has concerned analysis of usage patterns or technical features.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

The Effect of Job Stress on Job Satisfaction and Turnover Intention among the Employee of Private Guard (민간경비원의 직무스트레스가 직무만족 및 이직의사에 미치는 영향)

  • Park, Young Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.626-632
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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Effect of Storytelling Marketing in Publishing Company: Focused on Facebook Case (출판사의 스토리텔링 마케팅 효과 연구: 페이스북을 중심으로)

  • Bae, Jun-Young;Oh, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.92-104
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    • 2015
  • Many publishing companies go to storytelling marketing through facebook in these days. Because storytelling marketing through facebook is thought for publishing company as useful marketing method in accordance with the increase of social media user. Thus, this study classified storytelling marketing type by episode, experience, anniversary, information and also analyzed the difference of cognitive reaction, emotional reaction and variables which effect to purchase intention according to each storytelling marketing type. As the results, anniversary type and information type got more positive reaction from responses rather than episode type and experience type with respect to likability, reliability, informativeness, engagement. Also engagement, likability, informativeness are revealed as major variables which effect to purchase intention of each storytelling type. Thus, storytelling marketing of publishing company through facebook need to focus on anniversary type and information type. And it is important to combine naturally the information regarding to book that publishing company want to sell with the fun, pleasure factors that story can give.

Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Exercise Adherence Model of Middle-Aged based on Theory of Self-determination

  • Lee, Miok
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.143-149
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    • 2018
  • The purpose of this study was to construct and validate a middle - aged exercise adherence model. The model was designed based on self - determination theory. Participants were 215 middle-aged men and women aged 40-60 who had been exercising for more than six months. Data was collected from four big cities of Seoul, Busan, Gwangju and Daejeon in Korea, using a questionnaire consisting of basic psychological needs, intrinsic motivation, social support, and exercise adherence. Data were analyzed with SPSS 19.0 and AMOS 20.0. Social support and exercise adherence of the questionnaire were partially revised and verified by confirmatory factor analysis. The results of the study were as follows. The model's fit indices: GFI = .938, AGFI) = .915, NFI = .912, CFI = .941, and RMSEA = 0.041. The model satisfied the model fit of the structural model equation. This study model based on self - determination theory was confirmed that basic psychological needs, intrinsic motivation, and social support were important factors for the middle - aged's exercise adherence. Basic psychological need and intrinsic motivation had a direct influence on the adherence of exercise, and social support indirectly influenced the exercise adherence through intrinsic motivation. Both basic psychological needs and social support directly affected internal motivation. The most influential factor in the middle - aged's exercise adherence was intrinsic motivation. In conclusion, it was found that intrinsic motivation such as interest and fun is important for the middle - aged to continue the exercise. Also, the basic psychological needs were important for middle aged's exercise adherence. The results of this study will provide basic data for restoring or maintaining health by continuing exercise. Strategies that enhance intrinsic motivation are needed when a chronic ill person needs to continue long-term exercising.

The Development and Application Effect of Coding Game for the Childhood Cognitive Development (유아인지발달을 위한 코딩게임의 개발과 적용 효과)

  • HONG, Dae Sun;YU, Mi;LEE, Hyoung Gu
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.103-112
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    • 2018
  • "Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.