• Title/Summary/Keyword: Game Usage

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A Study of Video and Computer Game Usage and Attitudes among Children (아동의 전자게임 사용 실태)

  • 공인숙
    • Journal of Families and Better Life
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    • v.20 no.3
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

SNS Utilization of Youth and Use as a Learning Tool (청소년의 SNS 이용실태 및 학습도구로써의 활용방안)

  • kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.93-101
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    • 2020
  • Korea, as a leader of Internet and game sector in IT industry, has been playing an important role in increasing its industrial development. This country has won the first place in wireless broadband usage and contributed to Internet game industry development. This means that Korean use smartphones most. It is juveniles that use Internet and smartphones most among Korean who use teenage., the number of the teenagers who overuse smartphones or Internet has surpassed 200,000. The number of the adolescents who spend more time using smartphone and Internet is about 180,000 and the number of the teens who are over-dependent to smartphone having trouble living their lives is over 22,000. The SNS usage rate of the contents that teens are most likely to use has accounted for over 80 percent. Among teens, SNS is being considered as a major means that builds relationship due to smartphone technology and the prevalence of smartphones. However, the use of SNS among youths has two sides; one is positive, the other negative. Not only does SNS have a positive function that it keeps relationship but it also has a negative function that it can lead to smartphone addiction.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.5
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

The Influence of Social Relationship on Adaptive and Maladaptive Game Use (사회적 관계가 게임 이용 행태에 미치는 영향: 게임 선용 정도와 게임 과몰입을 중심으로)

  • Baek, Kyungmin;Yoo, Mihyun;Kang, Hyeyeon;Cho, Munseok
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.77-85
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    • 2020
  • This paper uses Preliminary Surveys of Game User Panels conducted in 2019 to examine how social relations that young game users held affect game use. In particular, we analyzed how social relations of youth affect adaptive and maladaptive usage of game. According to the statistical results, the quality of the relationship between users and parents and that of the relationship between users and their friends do not have consistent effects on the degree of adaptive and maladaptive game use. Also, the results suggests that game-related information can play as a double-edged sword for young game users by reinforcing the degree of adaptive and maladaptive game use. The results implies the possibility of interaction between adaptive and maladaptive game using behavior as an interpretative framework in social context rather than mutually exclusive mechanisms.

A Study on the Effect of Contents Characteristics and Operating Service Quality in Continued Usage Intention and Word of Mouth : Focus on Online Sports Game (온라인 게임의 콘텐츠 특성과 운영 서비스품질이 유저의 지속이용의도 및 구전의도에 미치는 영향에 관한 연구: 온라인 스포츠 게임을 중심으로)

  • Fang, Chun-Feng;Lee, Don-Gon;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.101-114
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    • 2015
  • A recent online game is growing with the combined action of content as well as operating services. However, in previous studies, with a lot of focus on content characteristics of game than the game operating service quality studies have been carried out. This study targeted research online sports games, operating service quality and content characteristics of the game are analyzed effects of word-of-mouth and continued usage intention by applying Expectation Confirmation Model. as a result, it has found that as a result, it has found that sense of reality turned out to be a major variable affecting the content of the game even expectation confirmation. Directly and indirectly, it was confirmed that the role of empathy affect to expectation confirmation and satisfaction.

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.

The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership (MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구)

  • Jang, Yei-Beech;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.87-94
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    • 2010
  • This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.

A Comparison of 20 and 3D MMORPG's Traffic (2D와 3D에 기반한 MMORPG 트래픽간의 특성 비교)

  • Kim, Jae-Cheol;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.137-148
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    • 2008
  • This paper measures and compares the traffic of a series of Massively Multi-player On-line Role Playing Game (MMORPG). The purpose of this analysis is to characterize the MMORPG traffic and compare the traffic characteristics of those games caused by the game structure difference between 2D and 3D environment. The target game is 'Lineage I' and 'Lineage II' which represent world's largest MMORPGs in terms of the number of concurrent users. We collect about 280 giga bytes and 1 tera bytes of packet headers, respectively. We compare packet size, packet inter-arrival time and bandwidth usage of these two games. The MMORPG traffic consists of two kinds of packets: client-generated upstream packets and server-generated downstream packets. We observe that the upstream packet size of payload has grown from 9 bytes to 19 bytes, while the average payload size of downstream packets has grown from 37 bytes to 318 bytes. This asymmetry of growing rate is caused by 3D game structure. Packet inter-arrival time becomes shorter from average 2 milliseconds to 58 microseconds. Bandwidth consumption per client has grown from 4 kbps to 20 kbps. We find that there is a linear relationship between the number of users and the bandwidth usage in both case.

A Study of Factors Influencing on Watching Personal Game Webcasting (1인 게임방송 시청에 영향을 미치는 요인에 관한 연구)

  • Choe, Min-Ji;Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.39-48
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    • 2016
  • This study intended to find out the influence of media usage motivations including Wishful Identification toward BJ, Entertainment, Passing Time, Information Seeking on watching personal game webcasting, based on Use & Gratification Theory. We conducted a survey of 395 audiences who had experienced in watching personal game webcasting and analyzed collected data using hierarchical regression analysis. First, we put and analyzed demographic factors of audiences in model 1. After that, we added media usage motivations in model 2. As a result of the study, gender and age in model 1 and age, Wishful Identification and Entertainment in model 2 are found to have a significant influence on watching personal game webcasting respectively.