• Title/Summary/Keyword: Game Play

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Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.478-482
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    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

Usability Test of 'Paldokangsan3' a Walking Game for the Elderly (노인용 걷기게임 '팔도강산3'의 사용성 연구)

  • Kim, KyungSik;Lee, YoonJung;Oh, DooNam
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.145-154
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    • 2015
  • The objective of this research is to evaluate the usability test of 'Paldokangsan3' which has been developed as a serious game for the elderly to improve their physical and mental health. This game machine has been installed in a silver house for one month that the elderly could play the game as they like in their convenient times. To promote their participations to practice the game, we set 3 contests with gifts for the high scores and collect their data through inspection, questionnaire and interviews by the researchers as well as in-game measurement for the play. Eight people volunteered to join the project. While the result analysis for the usability area of easiness of control, learnability of the game play, memorability and challenge didn't show the statistical confident t-value, most elderly players participated 2~3 times a day for a month even though most of them are suffering mild cognition impairment. They showed good subjective satisfactions in their interviews that we could go on the project further to expand its applications.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

A Study on Serious Game Production Based on Jewish Play (유대인의 놀이를 주제로 한 기능성 게임 제작 방안에 관한 연구)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.725-731
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    • 2013
  • The Jews has been cited as the most influential nations in the world of politics, economy, and culture in many areas. For these reasons, the study of Jewish economic life such as child-rearing, family life, and religious life is getting expanded to various areas. In this paper, we deal with the Jews's play for the various areas. Play is the best way to see the consciousness of a certain age on learning the structure and lifestyle. Therefore, the research is described to produce serious games based on by study of Jewish play using information in the internet, researched paper. Then, the investigated play's role of technology for production of functional game plans are discussed. As a result, the Jews play: 1) the history, traditions of wisdom, tools, 2) a medium for delivering educational messages, 3) the formation of community tools emotions 4) promise to play a role as a tool for learning. The development and Release of serious games based on Jews play can lead to a positive social learning effect.

An Ethnographic Study on Cyber-Delinquency among Adolescents (게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구)

  • Sung, Yun Sook;Lee, So Hee
    • Korean Journal of Child Studies
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    • v.24 no.3
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    • pp.109-134
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    • 2003
  • Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

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Analysis of Break in Presence During Game Play Using a Linear Mixed Model

  • Chung, Jae-Yong;Yoon, Hwan-Jin;Gardne, Henry J.
    • ETRI Journal
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    • v.32 no.5
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    • pp.687-694
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    • 2010
  • Breaks in presence (BIP) are those moments during virtual environment (VE) exposure in which participants become aware of their real world setting and their sense of presence in the VE becomes disrupted. In this study, we investigate participants' experience when they encounter technical anomalies during game play. We induced four technical anomalies and compared the BIP responses of a navigation mode game to that of a combat mode game. In our analysis, we applied a linear mixed model (LMM) and compared the results with those of a conventional regression model. Results indicate that participants felt varied levels of impact and recovery when experiencing the various technical anomalies. The impact of BIPs was clearly affected by the game mode, whereas recovery appears to be independent of game mode. The results obtained using the LMM did not differ significantly from those obtained using the general regression model; however, it was shown that treatment effects could be improved by consideration of random effects in the regression model.

A Study on the Effectiveness of P2E (Play to Earn) Game Regulations and Players' Recognition (P2E(Play to Earn)게임 규제 실효성과 플레이어들의 인식에 대한 연구)

  • Yong-Kyu Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.587-590
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    • 2023
  • 게임 시장은 신기술과 함께 꾸준한 발전을 해왔다. 최근 NFT, 블록체인, 메타버스, XR, AI, P2E등 새로운 기술과 신개념이 홍수처럼 쏟아져 이슈가 되면서, 산업계와 학계는 자연스럽게 그 어느 때 보다 활발한 연구가 진행되고 있다. 하지만, P2E는 예전부터 유사한 형태로 존재해왔음에도 불구하고, 규제에 발목이 잡혀있으며, 유저들은 우회하는 방식을 통해 P2E게임을 플레이 하거나, P2E전용 게임이 아닌 게임에 대해서도 많은 현금거래를 하고 있다. P2E게임 규제 실효성과 플레이어들의 인식에 대해 연구하고자 하고자 한다.

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

An Analysis on the Relationship between Game and Happiness (게임이 청소년 행복도에 미치는 영향에 대한 연구)

  • Choi, Seong-Rak;Choi, Jeong-Min;Seo, Sun-Bok
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.107-116
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    • 2017
  • This study analyze the relationships between game and adolescent's happiness. By survey of middle school and high school students in Pusan, this study want to find how playing game influences the happiness of middle school and high school students. In result, playing game and having a good grade influences adolescent's happiness. But whether one is good at game and how long one plays game are not the factors which influences adolescent's happiness. The adolescents who play game are more happier than the adolescents who don't play game. And playing game is more important factor to adolescent's happiness than having a good grade.