• Title/Summary/Keyword: Game Use Frequency

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The Relationship between Computer Game Addiction and the Impulsiveness, Aggression, and Emotional Intelligence of Elementary School Students (초등학생의 컴퓨터 게임 중독과 충동성, 공격성 및 감성지능과의 관계)

  • Kim, Chung-Nam;Kwon, Yun-Hee
    • Research in Community and Public Health Nursing
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    • v.15 no.3
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    • pp.460-470
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    • 2004
  • Purpose: The purpose of this study is to find which variables among impulsiveness, aggression, and emotional intelligence can predict the game addiction of elementary school students best. Method: We conducted the present study during the period from April 15, 2004 through June 5, 2004. The subjects of this study were elementary school students chosen from three elementary schools in the Daejeon area. The subjects were selected randomly from 4th, 5th, and 6th graders in those schools. The number of subjects selected was 601. The measurement tools used were the general information questionnaire, computer game addiction scales, impulsiveness scales. aggression scales, and emotional intelligence scales. The data was analyzed using the SPSS statistics program. Results: The mean score of the students was 49.94 on the computer game addiction scale. 56.17 on the impulsiveness scale, 141.19 on the aggression scale, while the mean score of the students on the emotional intelligence scale was 162.78. Various factors were significantly different in the levels of computer game addiction: grade (F=7.343. p=.000). sex (t=6.352. p=.000), school record (F=4.263. p=.004), parents' computer use (F=4.097. p= .008), history of playing games (F=10.739. p=.000), frequency of playing games (F=61.254. p=.000). and number of computer game titles (F=61.673. p= .004). The computer game addiction had significant correlations with impulsiveness (r= .401. p=.000), aggression (r=.612. p=.000). and emotional intelligence (r=.536, p=.000). All three factors of impulsiveness, aggression, and emotional intelligence affected the level of game addiction. Among these factors. the aggression affected the level of addiction the most. Conclusion: These results will help the development of a systematic program for the prevention and treatment of computer game addiction by clarifying the effects of the computer game addiction upon the elementary school students' impulsiveness, aggression, and emotional intelligence.

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Analysis of speech in game marketing video using text mining techniques (텍스트 마이닝 기법을 이용한 게임 마케팅 비디오에서의 스피치 분석)

  • Lee, Yeokyung;Kim, Jaejik
    • The Korean Journal of Applied Statistics
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    • v.35 no.1
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    • pp.147-159
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    • 2022
  • Nowadays, various social media platforms are widely spread and people closely use such platforms in daily life. By doing so, social influencers with a large number of subscribers, views, and comments have huge impact in our society. Following this trend, many companies are actively using influencers for marketing purpose to promote their products and services. In this study, we extract the speeches of influencers from videos for game marketing and analyze them using various text mining techniques. In the analysis, we distinguish game videos leading to successful marketing and failed marketing, and we explore and compare the linguistic features of the influencers for successful and failed marketings.

An Effect of Using Computer Game in Learning Strategies and the Attainment Degree of Studies (컴퓨터 게임의 이용행태가 학습전략과 학업성취도에 미치는 영향)

  • Shin, Soon-Young;Suk, Chang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.79-89
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    • 2002
  • The purpose of this study is to examine the correlations between the computer game strategies that are to be mastered according to the frequency of using games and the learning strategies, and to make sure of if there is any significant difference in their attainment degrees of studies or not. On the whole, a statistically significant difference was found in the relations between the game strategies and the learning strategies, and the study attainment degrees also showed a statistically significant difference. In other words, the computer game can possibly help students improve their study strategies, accordingly, increase their study attainment extents. In case that students successfully use the computer game, it can make an effective influence on their improving the studying strategies.

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The Analysis on Game Content of Karate Excellent Player (공수도 우수선수들의 경기내용 분석)

  • Jeang, Il-Hong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.129-135
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    • 2015
  • This study was the content and flow of the present study Karate match. 2011, second elimination rounds national developmen, 7th Korea Open International Championships and National development in first elimination rounds, 2012 is a World Cup game against Karate1 in Busan. Man Of The match in the final three games by 5 grade were selected to match match 15, 30 people. I was about to score the study Karate and attack techniques. The conclusion is as follows: 1) In this study, there was a significant difference in use between the class score and the frequency of use of attack technology. The frequency of use of the technology of attack of each class per 60kg or less, 67kg or less, 75kg or less, was the order of 84kg and more than 84kg or less. Frequency of use disonchigi, apsonchigi, apdollyeochagi, geolgi aphurigi. It was followed by scores of attack technology of class per 84kg or more, 60kg or less, 67kg or less, 75kg or less, the following 84kg. 2) Winner has a lot of attack skills than the loser. The game was a draw and the loser disonchigi, apdollyeochagi, apsonchigi. The winner is aphurigi, apdollyeochagi, apsonchigi in the order of many uses.

The Relationship between Maternal Rearing Behavior Characteristics And Elementary School Children's Internet Use (어머니의 양육행동특성들과 초등학생 아동의 인터넷 사용과의 관계)

  • Kim, Hyoun-Ji
    • Korean Journal of Human Ecology
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    • v.13 no.6
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    • pp.861-874
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    • 2004
  • The goal of this study is to investigate the relationship between maternal rearing behavior characteristics and elementary school children's Internet use, and to utilize the results as the basic data to develop a program, in which parents learn how to educate their children for better use of the Internet. The subjects were 713 children whose grade are in fourth through sixth in an elementary school. Data were obtained with questionnaires. The instruments employed were Children's Internet Use and Addiction, and maternal rearing behavior characteristics-Rational Guidance, Affection, Authoritarian Control, Overprotection, Achievement Encouragement, and Active Involvement-Scales. The data were analyzed with the SPSS program. They were analyzed by Frequency, Percentage, ANOVA, Duncan's test, and Pearson correlation. The results of this study are as follows: First, 30.2% of the subjects has used Internet for more than three years. 55.6% of the subjects spend less than an hour per day in using the Internet. The two major types of Internet use were playing games(49.9%) and sending e-mails(25.4%). The main reason for playing Internet games was escape from stress(34.7%). 34.5% of the subjects also said that their parents usually encourage them to use the Internet. Second, maternal affection, authoritarian control, and active involvement were significantly different in the types of Internet use. Maternal authoritarian control and overprotection were significantly different in the reasons of doing Internet game. The rational guidance and active involvement of mothers were correlated negatively with children's Internet using time, but their authoritarian control and overprotection were correlated positively with children's Internet using time. Maternal overprotection was correlated positively with parents' encouragement level in the Internet use. Third, the rational guidance, affection, and active involvement of mothers were correlated negatively with children's Internet addiction. In the other hand, maternal authoritarian control and overprotection were correlated positively with children's Internet addiction. Lastly, children's Internet addiction was significantly different by the types of Internet Use and the reasons for doing internet game. Children's Internet using time was correlated positively with children's Internet addiction.

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Gender, Social Economic Status and Internet Use: Based on Time Diary Data (성, 사회경제적 지위와 인터넷 이용: 2004년과 2009년 생활시간조사자료의 활용)

  • Jeong, Jae-Ki
    • Korea journal of population studies
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    • v.34 no.3
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    • pp.85-107
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    • 2011
  • Based on two cross-sectional Time Diary data. this study examines the change in internet use pattern of Koreans. Building on the literatures on Digital Divides, it traces the changes in frequency, diversity and specific purpose of internet use and tries to identify factors affecting these changes. The results show that the frequency and diversity of internet use increases across five years. They also reveal that the usage gap in internet between genders increases While the usage gap across social economic status still exists. The implication of these results are discussed.

Realtime 3D Terrain Generation with Sound Data (사운드 데이터를 이용한 실시간 3차원 지형 생성)

  • Kim, Won-Seop;Chang, Kyu-Sik;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.184-189
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    • 2008
  • In this paper, the sound data either from the sampled or streamed source are utilized for generating a map in the video game play for the dynamiccal use of sound data and synesthesia to users. When users can generate sound in real-time or put the sampled source, it is analyzed and re-processed through Fourier transformation to show the 3D map in dynamic shape over time. We interpolate the generated data to enable the game agents and objects to move.

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A Lightweight Mutual Authentication Protocol based Hash Chain for Low-power RFID Systems (저전력 RFID 시스템을 위한 해시 체인 기반의 경량화 된 상호 인증 프로토콜)

  • Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.3
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    • pp.560-566
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    • 2009
  • A low-power Radio Frequency Identification (RFID) system is an auto-identification technology that reads and writes an information of things without physical contacts using radio frequency. It is unescapable against unlawful modification, eavesdropping, tracking, or privacy of individuals because RFID systems use the radio frequency and RFID tags. Therefore we create a key using hash chain between database and tag and this process can prevent above attacks. Also we support the efficiency of proposed protocol using hash function to abate computation.

EEG and ERP based Degree of Internet Game Addiction Analysis (EEG 및 ERP를 이용한 인터넷 게임 과몰입 분석)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1325-1334
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    • 2014
  • Recently game addiction of young people has become a social issue. Therefore, many studies, mostly surveys, have been conducted to diagnose game addiction. In this paper, we suggest how to distinguish levels of addiction based on EEG. To this end, we first classify four groups by the degrees of addiction to internet games (High-risk group, Vigilance group, Normal group, Good-user group) using CSG (Comprehensive Scale for Assessing Game Behavior) and then measure their Event Related Potential(ERP) in the Go/NoGo Task. Specifically, we measure the signals of P300, N400 and N200 from the channels of the NoGo stimulus and Go stimulus. In addition, we extract distinct features from the discrete wavelet transform of the EEG signal and use these features to distinguish the degrees of addiction to internet games. The experiments in this study show that High-risk and Vigilance group exhibit lower Go-N200 amplitude of Fz channel than Normal and Good-user groups. In Go-P300 and NoGo-P300 of Fz channel, High-risk and Vigilance groups exhibit higher amplitude than Normal and Good-user group. In Go-N400 and NoGo-N400 of Pz channel, High-risk and Vigilance group exhibit lower amplitude than Normal and Good-user group. The test after the learning study of the extracted characteristics of each frequency band from the EEG signal showed 85% classification accuracy.

Frequent Pattern Mining By using a Completeness for BigData (빅데이터에 대한 Completeness를 이용한 빈발 패턴 마이닝)

  • Park, In-Kyu
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.121-130
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    • 2018
  • Most of those studies use frequency, the number of times a pattern appears in a transaction database, as the key measure for pattern interestingness. It prerequisites that any interesting pattern should occupy a maximum portion of the transactions it appears. But in our real world scenarios the completeness of any pattern is more likely to become various in transactions. Hence, we should also consider the problem of finding the qualified patterns with the significant values of the weighted support by completeness in order to reduce the loss of information within any pattern in transaction. In these pattern recommendation applications, patterns with higher completeness may lead to higher recall while patterns with higher completeness may lead to higher recall while patterns with higher frequency lead to higher precision. In this paper, we propose a measure of weighted support and completeness and an algorithm WSCFPM(weigted support and completeness frequent pattern mining). Our algorithm handles the invalidation of the monotone or anti-monotone property which does not hold on completeness. Extensive performance analysis show that our algorithm is very efficient and scalable for word pattern mining.