• Title/Summary/Keyword: Game Usage Period

Search Result 6, Processing Time 0.018 seconds

A Study on the Correlation between Paying Time and Game Usage Period in Partially Paid Online Game (부분 유료 온라인 게임에서 처음 결제시기와 게임 이용기간의 상관관계에 관한 연구)

  • Shin, Yu-Been;Bae, Eun-Chae;Kim, Young-Won;Hwang, Seong-Jun;Lee, Jong-Won;Shin, Dae-Yeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.87-88
    • /
    • 2018
  • 본 연구는 부분유료온라인 게임에서 유저의 게임 이용 기간과 처음 결제 시기간의 상관관계의 검증을 통해 점차 중요도가 높아지고 있는 게임 이용 기간에 대한 요소로서 처음 결제 시기가 적절한지를 알아보았다. 게임 이용 기간과 처음 결제 시기의 상관관계를 검증하기 위해 설문으로 데이터를 수집하고, 회귀분석을 실행하였고 처음 결제 시기가 게임 이용 기간에 양적인 방향으로 영향을 끼치는 요소임을 확인하였다.

  • PDF

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

  • 공인숙
    • Journal of Families and Better Life
    • /
    • v.20 no.3
    • /
    • pp.63-71
    • /
    • 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.

A Study on the Determinant to User's Continuous Usage of SNG Based Mobile Social-Platform (모바일 소셜플랫폼 기반 SNG 이용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Han, Areum;Lee, Jae-Shin
    • Journal of Information Technology Services
    • /
    • v.12 no.2
    • /
    • pp.85-101
    • /
    • 2013
  • The wide spread of smartphones and the growth of the number of internet users are reshaping the SNS (Social Network Service). Merging into other service areas and creating new business models with high profits, SNS is no more a service simply providing personal connections. Now SNS has positioned itself as a service platform. SNG (Social Network Game) is a new outcome utilizing SNS as a game platform and showing a rapid growth rate in a short period of time. The number of SNG users is expected to increase steadily. In this study, we examine whether SNG user motivations lead to flow experience and future intention to use. For that purpose, we conducted a survey with smartphone users. The results indicate that flow experience functions as a mediator and user motivations indirectly affect intention to use through flow experience. This paper concludes with discussions on findings and suggestions for future research.

Descriptive of Dietary Supplementation Practice and Purchase Process by Age and Gender in Judoists (엘리트 유도 선수의 성별과 연령에 따른 운동영양 보조물 섭취와 섭취경로 분석)

  • Kim, Jongkyu;Kang, Seoung-Ki;Chun, Yoon-Seouk
    • Korean Journal of Exercise Nutrition
    • /
    • v.13 no.3
    • /
    • pp.185-192
    • /
    • 2009
  • The aim of this study was to examine the use of such dietary supplementation practices, opinions, taking period for dietary supplement, and among elite Judoists varying in age and gender. Subjects were recruited from Korea National Team Judoists in elite athlete training centers (Taenuing in Seoul, Korea and surrounding area), a total of 223 elite Judoists (2003y n=34, 2005y n=41, 2006y n=101, 2007y n=30, 2008y n=17). Data were collected from personal interviews with Judoists who participated at the Olympic games, Asian game and World Championship game since 2003-2008. Elite Judoists representing mean age of 2003y (men: 23.5±2.7, women: 22.6±2.4), 2005y (men: 23.4±2.6, women: 22.5±2.3), 2006y (men: 20.3±3.2, women: 21.9±2.4), 2007y (men: 25.3±2.6, women: 22.5±2.8) and 2008y (men: 23.9±3.9) completed a validated questionnaire assessing dietary supplementation practices and opinions. Older Judoists were significantly more likely to report greater dietary supplementation usage; to be advised by oneself; health food store and pharmacy retailers; to decrease taking period days per week and past 6 month. Relative to gender, significant differences were observed for the types of dietary supplementation reported; supplementation practice trend; reasons for dietary supplementation use.

A Convergence Study of Effects of Usage Time of Computer Game on Thickness of Trunk Muscles and Pressure Pain Threshold (컴퓨터 게임 사용 시간이 몸통 근육의 근 두께와 압력 통증 역치에 미치는 영향에 관한 융합연구)

  • Lee, Seol-A;Yang, No-yul;Choung, Sung-Dae
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.3
    • /
    • pp.67-72
    • /
    • 2019
  • The purpose of this study was to analyze the effects of computer game usage time on trunk muscle thickness and pressure pain threshold. The 33 study participants were divided into Group A, which spent less than 10 hours per week playing computer games; Group B, which spent between 10 and 20 hours per week playing computer games; and Group C, which spent more than 20 hours per a week playing computer games. The thickness of the participants' upper trapezius (UT), pectoralis minor (PM), anterior scalene (AS), and middle scalene (MS) muscles as well as the pressure pain threshold of their UT, PM, AS, MS, and levator scapular (LS) were measured. The study found that the PM, AS, and MS muscle thickness in group C was significantly greater than in the other groups (p<.05), and the UT, AS, PM, and LS pressure pain threshold in group C was significantly lower than in other groups (p<.05). Therefore, those who use computers for a long period of time during the week should recognize that their computer usage may cause musculoskeletal disorders.

Defection Detection Analysis Based on Time-Dependent Data

  • Song, Hee-Seok;Kim, Jae-Kyeong;Chae, Kyung-Hee
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2002.11a
    • /
    • pp.445-453
    • /
    • 2002
  • Past and current customer behavior is the best predicator of future customer behavior. This paper introduces a procedure on personalized defection detection and prevention for an online game site. The basic idea for our defection detection and prevention is adopted from the observation that potential defectors have a tendency to take a couple of months or weeks to gradually change their behavior (i.e. trim-out their usage volume) before their eventual withdrawal. For this purpose, we suggest a SOM (Self-Organizing Map) based procedure to determine the possible states of customer behavior from past behavior data. Based on this representation of the state of behavior, potential defectors are detected by comparing their monitored trajectories of behavior states with frequent and confident trajectories of past defectors. The key feature of this study includes a defection prevention procedure which recommends the desirable behavior state for the ext period so as to lower the likelihood of defection. The defection prevention procedure can be used to design a marketing campaign on an individual basis because it provides desirable behavior patterns for the next period. The experiments demonstrate that our approach is effective for defection prevention and efficient for defection detection because it predicts potential defectors without deterioration of prediction accuracy compared to that of the MLP (Multi-Layer Perceptron) neural network.

  • PDF