• Title/Summary/Keyword: Game Risk

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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'.

A Study on the Motivation of Public Welfare Game Users to Participate in Game Based on UTAUT Model (UTAUT모델을 기반한 공익성게임 유저의 게임 참여 동기 유발에 관한 연구)

  • Wanxin, Qian;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.67-78
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    • 2021
  • The subjects of this study are Chinese players who have participated in public welfare games. SPSS24.0 and AMOS24.0 were used to analyze the data, including reliability analysis, validity analysis, correlation analysis, structural equation model verification and so on. The hypothesis results show that Trust-Aware is the most important motivation dimension that affects players' participation in public welfare games. Under the dimension of Performance Expectancy, the main influencing factors are players' needs for self-realization and concern for vulnerable groups. Perceived Risk and Social Influence are the motivational factors that influence players' participation in public welfare games.

Trypanosoma brucei Infection in Asymptomatic Greater Kudus (Tragelaphus strepsiceros) on a Game Ranch in Zambia

  • Munang'andu, Hetron Mweemba;Siamudaala, Victor;Munyeme, Musso;Nambota, Andrew;Mutoloki, Stephen;Matandiko, Wigganson
    • Parasites, Hosts and Diseases
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    • v.48 no.1
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    • pp.67-69
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    • 2010
  • Trypomastogotes of Trypanosoma brucei were detected from 4 asymptomatic kudus (Tragelaphus strepsiceros) on a game ranch located approximately 45 km north east of Lusaka, Zambia. Blood smears examined from 14 wildlife species comprising of the impala (Aepyceros melampus), Kafue lechwe (kobus leche kafuensis), sable antelope (Hippotragus niger), tsessebe (Damaliscus lunatus), warthog (Phacochoerus aethiopicus), puku (Kobus vardoni), zebra (Equus burchelli), waterbuck (Kobus ellipsiprymnus), bushbuck (Tragelaphus scriptus), reedbuck (Redunca arundinum), wilderbeest (Connochaetes taurinus), hartebeest (Alcephelus lichtensteini), African buffalo (Syncerus caffer), and kudu (Tragelaphus strepsiceros) showed that only the kudu had T. brucei. Although game ranching has emerged to be a successful ex-situ conservation strategy aimed at saving the declining wildlife population in the National Parks, our findings suggest that it has the potential of aiding the re-distribution of animal diseases. Hence, there is a need for augmenting wildlife conservation with disease control strategies aimed at reducing the risk of disease transmission between wildlife and domestic animals.

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.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Internet Game Addiction and Emotional and Behavioral Characteristics in Upper Grade Elementary School Students and Middle School Students (인터넷 게임 중독에 있어서 초등학생 고학년군과 중학생군 간의 정서 및 행동특성의 차이)

  • Jeong, Hyeon;Park, Tae -Won;Lee, Seung-Ok;Lee, Sin-Hoo;Chung, Sang-Keun;Chung, Young-Chul;Yang, Jong-Chul;Cho, Eun-Cheong
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.21 no.2
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    • pp.87-94
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    • 2010
  • Objectives : This study was aimed at investigating the relationship between internet game addiction and emotional and behavioral characteristics of students both in the 5th and 6th grade of elementary school and in middle school. Methods : Two elementary schools and two middle schools were chosen to participate. The students completed selfreport questionnaires designed by the authors, called the Internet Game Addiction Scale, Korean youth self-report (K-YSR). Results : Compared to previous studies, the rates of those in the obvious game addiction group were much lower in this study. We defined the upper 10% of internet game addiction scores as a high risk user group and the lower 10% as a control group. There were significant differences between the groups with respect to the the ages at which internet gaming began, the frequency of game play per week, and the average length of each game playing session. Significant associations were also found between the level of internet game addiction and the withdrawn and delinquency subscales of the K-YSR. However, the association between game addiction and the withdrawn subscale was found only in middle school students. Conclusion : The findings from this study suggested that withdrawn and delinquent behaviors could be predictors of internet game addiction. Results also suggested the importance of early childhood intervention for preventing the development of more severe psychopathology in early adolescence.

Relationship between Internet Game Addiction and Psychiatric Symptoms in a Child and Adolescent Psychiatric Clinic (일 대학병원 소아청소년 정신건강클리닉에 내원한 청소년에서 인터넷게임중독과 정신과적 증상의 관계)

  • Oh, Eun-Jeong;Choi, Sam-Wook;Lee, Hae-Kook;Park, Jang-Ho;Ahn, Joon-Ho;Choi, Ji-Eun;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.25 no.3
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    • pp.136-141
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    • 2014
  • Objectives : The aim of this study was to examine the relationship between internet game addiction and psychiatric symptoms. Methods : A total of 447 adolescents who were recruited from a child and adolescent psychiatric clinic of university hospital completed a self-report questionnaire consisting of Korean Internet Addiction Self-scale (K-scale), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), Korean-Attention-Deficit Hyperactivity Disorder Rating Scale (K-ARS), and Adolescent Happiness Index (AHI). They were classified into three internet user groups, non-addicted group (below or equal to 94), potential risk group (95 to 107) and high risk group (above or equal to 108) according to K-scale total score. Results : Significant mean differences in BDI, BAI, K-ARS, and AHI scores were observed among the three groups. The BDI, BAI and K-ARS scores showed positive correlation with K-score. The AHI score showed negative correlation with K-score. Conclusion : Findings of this study suggest that depression, anxiety, inattention, hyperactivity/impulsivity, and happiness are associated with internet game addiction.

Development of a Secure Routing Protocol using Game Theory Model in Mobile Ad Hoc Networks

  • Paramasivan, Balasubramanian;Viju Prakash, Maria Johan;Kaliappan, Madasamy
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.75-83
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    • 2015
  • In mobile ad-hoc networks (MANETs), nodes are mobile in nature. Collaboration between mobile nodes is more significant in MANETs, which have as their greatest challenges vulnerabilities to various security attacks and an inability to operate securely while preserving its resources and performing secure routing among nodes. Therefore, it is essential to develop an effective secure routing protocol to protect the nodes from anonymous behaviors. Currently, game theory is a tool that analyzes, formulates and solves selfishness issues. It is seldom applied to detect malicious behavior in networks. It deals, instead, with the strategic and rational behavior of each node. In our study,we used the dynamic Bayesian signaling game to analyze the strategy profile for regular and malicious nodes. This game also revealed the best actions of individual strategies for each node. Perfect Bayesian equilibrium (PBE) provides a prominent solution for signaling games to solve incomplete information by combining strategies and payoff of players that constitute equilibrium. Using PBE strategies of nodes are private information of regular and malicious nodes. Regular nodes should be cooperative during routing and update their payoff, while malicious nodes take sophisticated risks by evaluating their risk of being identified to decide when to decline. This approach minimizes the utility of malicious nodes and it motivates better cooperation between nodes by using the reputation system. Regular nodes monitor continuously to evaluate their neighbors using belief updating systems of the Bayes rule.

Relationships between Short Sleep, Obesity, and Screen Time in High School Students (고등학생의 수면 부족, 비만, 스크린 타임 사이의 관련성 연구)

  • Ha, Yeongmi;Park, Hyunju
    • Journal of Korean Biological Nursing Science
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    • v.16 no.2
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    • pp.80-89
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    • 2014
  • Purpose: The purpose of this study was to investigate relationships between short sleep, obesity, and screen time. Methods: Data were obtained from a survey using a sample of 1,166 academic, and 597 vocational high school students. A structured questionnaire was used to assess demographics, hours spent in sleep, TV viewing, internet usage, and game playing. Obesity was determined using the body mass index. Descriptive statistics, Cochran Mantel Haenszel Chi-square test, and multiple logistic regression with dummy variables were performed. Results: Short sleep (<8 hours/day) was significantly related to obesity, not in academic school students, but in vocational school students. Academic high school students who had enough sleep (${\geq}8$ hours/day), had more time spent on TV viewing, internet usage, and game playing. Similar results were found in vocational high school students except for internet use. Interestingly, students with better school performance spent significantly less time in TV viewing, internet usage, and game playing, and therefore had a lower risk of obesity in academic school students. Conclusion: There is a significant relationship between short sleep and obesity that was found only in vocational high school students. The relationship between short sleep and screen time was not significant in Korean high school students.

Critical Analysis of Gaming Disorder/Addiction Researches on Neuroimages, Measurement Tools, and Research Processes (게임 장애/중독 연구에 대한 비판적 분석 - 뇌 사진, 판단 척도 및 연구 절차를 중심으로)

  • Song, Doo Heon
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.135-146
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    • 2019
  • World Health Organization reveals its plan for listing 'Gaming Disorder' on the 11th International Disease Codes (ICD-11) in 2018 and it opens hot debate among scholars on its validity and timeliness. Korea, however, seems to have avoided the issue without appropriate academic refutation. In this paper, we review past academic studies related to game addiction or disorder focused on their validity of disorder measurement tools, research designs and the effect of neuroimaging studies. This analysis reveals that excessive use of gaming is not sufficient to register it as a disease and there is a risk of stigmatizing healthy gamers.