• Title/Summary/Keyword: Game Studies

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A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.

A Research on the Extended Definition of Educational Serious Game and Guiding Directions through Categorizations of Serious Games (교육을 위한 기능성 게임 연구의 확장적 정의와 범주화를 통한 기능성 게임 연구의 발전방향에 대한 연구)

  • Kim, Sa-Hoon H.
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.3-13
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    • 2012
  • The study was conducted for cohering academical achievement of serious game studies as well as for attempting to give directions for interdisciplinary development. The purpose of the study were, first, it provides a rationale for integrating game studies lied scattered into a game study field or game industry. Second, by providing exemplary studies according to categories and by analyzing how those studies have been studied, this study provides a milestone for future researchers who are interested in serious game studies. In the article, the author suggests the extended definition of educational serious game study. The educational serious game study is "the study which investigates educational affordances of game including both explicitly intended designed for education and designed for fun but having implicit educational meanings, through the context of formal educational settings as well as informal environments." The author also researched how extended educational serious game studies have been researched according to four categories; game studies which researched educationally designed serious games, commercial games used for educational fields, educational serious games for informal learning, and those found meanings of games. This study has scholarly significance, especially on game study fields. for delineating game studies, a range of proposed and actual applications of educational serious game are reviewed, guiding directions for future studies.

Studies on the development scheme and the current state of Korea Game Industry (한국 게임산업의현황과 발전방안에 관한 연구: 법과 제도를 중심으로)

  • Kim, Jae-Seong;Lee, Tae-Yeong;Kim, Tae-Gu;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.439-447
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    • 2015
  • The game industry has a very important position. However, a problem with the game rating and legal issues so called "Internet Game Shutdown System" is with significant impact. So, this study looking for many information on this issue, over the course of the study of solutions was looking for a way to contribute to the game industry. The status of the domestic game industry and the institutional and legal problems were studied. In this study, for the development of the game industry, the government's policy support is needed. And game related-government agencies should be the maintenance of law and institutions and reasonable arrangements for the work of government agencies.

Links to Prosocial Factors and Alpha Asymmetry in Adolescents during Violent and Non-Violent Video Game Play

  • Lianekhammy, Joann;Werner-Wilson, Ronald
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.2
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    • pp.63-81
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    • 2015
  • The present study examined electrical brain activations in participants playing three different video games. Forty-five adolescents between the ages of 13-17 (M=14.3 years, SD=1.5) were randomly assigned to play either a violent game, non-violent game, or brain training game. Electroencephalography (EEG) was recorded during video game play. Following game play, participants completed a questionnaire measuring prosocial personality. Results show an association between prosocial personality factors and differential patterns of brain activation in game groups. Adolescents with higher empathy playing the brain training game were positively correlated with frontal asymmetry scores, while empathy scores for those in non-violent and violent game groups were negatively linked to frontal asymmetric activation scores. Those with higher scores in helpfulness in the non-violent game group showed a positive association to left hemisphere activation. Implications behind these findings are discussed in the manuscript.

Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM (MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석)

  • Roh, Tae-Woo;Park, Su-Jung;Lee, Sang-Gun
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.281-299
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    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

College Adaptation and Internet Game Addiction by Internet Game Motivation Types (인터넷 게임동기 유형에 따른 대학적응과 인터넷 게임중독)

  • Baik, Jeesook
    • Korean Journal of Child Studies
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    • v.26 no.1
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    • pp.31-46
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    • 2005
  • This study examined internet game addiction and college adaptation(academic, social, personal-emotional, institutional attachment) by Internet game motivation types. The 475 subjects (235 male and 240 female college students) responded to the newly developed self-report measure, Internet Game Motivation Scale (IGMS). Cluster analyses of IGMS data identified 5 types of Internet game motivation: Active I, Active II, Moderate I, Moderate II, Passive. Active (I, II) types had the highest scores in Internet game addiction while the Passive type yielded the lowest. Except for academic adaptation, all aspects of college adaptation varied as a function of Internet game motivation types. Overall, Moderate II showed highest whereas Active I showed lowest academic adaptation scores.

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Irrational Factors Affecting the Purchase of Online Game Items

  • Lee, Jongwon;Lee, Jemin Justin;Park, Ji Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.2
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    • pp.626-642
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    • 2018
  • Recently, a number of studies have drawn attention to purchasing online game items. Most of the studies are based on the assumption that consumers behave rationally. Accordingly, TRA- or value-based approaches have been mainly employed to understand the online purchases of game items. However, the purchasing behavior of consumers involves not only making rational decisions, but also making irrational decisions. Hence, their purchase behavior is affected by propensities for conspicuous consumption, impulsive consumption, and habitual consumption. Playing games can be highly addictive, and players often display such addictive behaviors. Our study explored both the rational and irrational factors in purchase behavior to understand how they are associated with purchasing game items. A total of 366 pieces of data were collected from Korean online game users through a survey. Regression analyses of the collected data showed that the behavior of buying game items was influenced not only by the intention to purchase which is a rational factor in consumption, but also by such irrational factors as habit, impulse, and ostentation which should be further emphasized in future studies.

Meta-Analysis on Social Games Addiction (소셜 게임 중독에 대한 메타분석)

  • Fauzan, Tengku;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.223-252
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    • 2015
  • Previous literature reviews have provided important insights into social game addictions, but the issue still needs to be examined from other directions such as the distribution of research purposes. For this purpose, 61 papers from selected journals were analyzed by a meta-analysis method. Specifically, this study poses the following three research questions: (1) What are the major of research purposes and methodologies? (2) What are the highly cited articles in studies of social game addictions? Results showed five new findings: (1) the research purpose of most social game addictions studies focuses on investigating the effect, followed by evaluating the influence of social game addictions. (2) Surveys and experimental methods were the preferred research methods, regardless of whether the research purpose focused on investigating or evaluation. (3) Social game addictions studies are most prevalent at the game users, higher education institutions, followed by schools. (4) Social game addictions studies most frequently supports researcher in the professions and applied sciences, followed by humanities, formal sciences and social sciences. (5) The most highly cited articles fall into the categories of investigating the effects and followed by evaluating the influence, designing a model and evaluating the effects of social game addictions. In this regard, this study of issues in social game addictions presents findings that can help supplement linkages with previous studies and forms an important reference base to pursue deeper academic discussions in the current research fields. These results and findings not only to supplement understanding of social game addictions based on different and important viewpoints, but also to provide useful insights for researchers and educators into issues related to social game addictions studies in future.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.