• Title/Summary/Keyword: Game poisoning

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Physical symptoms generated by internet game addiction and relationship between physical symptom and game addiction grade. (인터넷 게임 중독으로 발생하는 신체증상과 중독성 사이의 상관성 연구)

  • Cho, Sung-Min;Yoon, Kyung-Hee;Koh, Duck-Jae;You, Han-Jung;Lee, Jin-Yong;Kim, Deog-Gon
    • The Journal of Pediatrics of Korean Medicine
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    • v.20 no.3
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    • pp.143-160
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    • 2006
  • Objectives : As the side effect brought up by internet game addiction, many reports come out, but most of past articles are for middle or high school students. There is seldom a poisoning game treatise to a primary school student, if there is treatise, it is real condition that treatise for lead pipe with psychological reasons is seldom discussion about physical symptoms. This research searches high grade elementary students' game use actual conditions and when divide to general user group, latent danger use group, high dangerous use group, according to serious illness degree of game poisoning, three groups and game poisoning happens, recognized about body symptoms that happen much. Methods : Target population of these questionnaire are fifth and sixth grade elementary student of Seoul city 2 school. Chose 263 elementary students, 144 men, 119 women who understand purpose of research and admit participation is 25 October, 2006 since 1 September, 2006 Results : As poisoning serious illness degree is high, there are many number of game times, much more boys are addicted to internet game than girs, insomnia is apt to happen frequently in game poisoning danger group, and correlation is high by megrim, shoulder ache, digestive trouble. Insomnia, symptoms that show next even if some symptoms show first because there is high correlation between megrim, shoulder ache, digestive trouble is high possibility to happen among four symptoms. Insomnia, megrim, shoulder ache, digestive trouble that happen by internet game poisoning, is apt to increase by increasing addiction. Symptoms treatment can divide by internal treatment that treat insomnia, megrim, digestive trouble, external treatment that is typical symptoms of VDT syndrome shoulder ache, headache, fatigue persimmon. Root treatment is mind symptoms treatment. Game addiction treatment is relationship method 'seven emotions injury treatment' in oriental medicine. 'promote the normal flow of qi' and 'adjustment of suitable emotion' can talk as pivotal point of treatment.

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A Case Report on the Prevention of Food Poisoning by Applying Augmented Reality (AR) Game (Sik-Jung-Dok-Jop GO) (증강현실 게임(식중독잡GO)을 적용한 식중독예방 교육·홍보 사례 연구)

  • Ko, Sooil;Kim, Hyeon-Jeong;Hwang, InYeong;Lee, Sun-kyu;Jung, Hwi-kwan;Im, Seon-mee;Kim, Min-hee;Lim, Ju-eun;Ahn, Kwangsoo;Kim, Jangyul
    • Journal of Food Hygiene and Safety
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    • v.32 no.4
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    • pp.262-266
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    • 2017
  • To enable effective notification and promotion of the food poisoning prevention, Ministry of Food and Drug Safety (MFDS) developed a mobile augmented reality (AR) game called 'Sik-Jung-Dok-Jop GO', and demonstrated the game at 11 events including Food Safety Day. At the events, we have conducted a field survey of people who have played the game, and evaluated the awareness change of the food poisoning before and after the game. The level of the respondents' awareness about the 3 methods of the food poisoning prevention has been increased by 53 percent after playing the game, the level of awareness about individual food poisoning micro-organism has been improved by 2.1 times. According to the survey, 95% at the respondents answered that the game helped them understand the food poisoning more, and 90% of the respondents said that they enjoyed the game. In conclusion, we believe that 'Sik-Jung-Dok-Jop GO' will be able to create various educative effects on prevention of food poisoning including causative foods, main symptoms, and other related knowledge when the game is widely applied to students in kindergartens, elementary, middle, and high schools.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Online game fatigue system comparative analysis between China and Korea (한중 온라인 게임 중독 방지 시스템 비교 분석)

  • Yuan, Fang;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.455-460
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    • 2014
  • In this paper, in order to improve the online game fatigue system for the purpose of use in South Korea and China's online game fatigue system analysis and comparison and find the problem and make improvements..Poisoning Prevention Youth Network game system, although many of the practical implementation of the research is very inadequate.So here we do it by comparing South Korea and China's online game fatigue system, promote physical fatigue perfect game addicted youth to further resolve the issue.

The Relationship between Parental Psychological Control and SNS Addiction Tendency, Smartphone Game Addiction by Male and Female Middle School Students: The Moderating Effects of Loneliness (부모의 심리적 통제와 남녀중학생의 SNS중독경향성 및 스마트폰 게임중독 간의 관계: 외로움의 조절효과)

  • Ko, Min-Jung;Ha, Jung-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.300-310
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    • 2020
  • The purpose of this study was to investigate whether or not loneliness affects the relationship between parental psychological control and SNS addiction tendency as well as smartphone game addiction in male and female middle-school students. The subjects were 259 male and female adolescents enrolled in A region Province (134 male and 125 female students). The results are as follows. First, the relationship between loneliness and SNS poisoning tendency was positively correlated with loneliness and SNS poisoning tendency in males, whereas there was no significant correlation in females. In addition, the relationship between parental psychological control and smartphone game addiction was positively correlated with psychological control by parents and smartphone game addiction in female students, whereas there was no significant correlation in males. Second, the relationship between parents' psychological control and SNS addiction depending on the level of loneliness did not significantly change between both male and female middle-school students. Third, as a result of examining the relationship between parental psychological control and smartphone game addiction in male and female middle-school students according to degree of loneliness, only male students showed a moderating effect. Finally, the limitations of this study and suggestions for follow-up studies were discussed.

A Development of Game Poisoning Measurement for Elementary School Fifth, Sixth Grade (초등학교 고학년을 위한 게임 중독 척도 개발)

  • Choi, Mi-Sun;Yang, Kwon-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.222-227
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    • 2006
  • 우리나라 게임 시장이 고성장을 함에 따라 이용자가 많아지고 있을 뿐만 아니라 연령층도 저연령화 되고 있다. 이와 같이 게임을 하는 사람이 많아지게 됨에 따라 게임중독 피해 사례도 증가하고 있으며 사회 문제화 되고 있다. 게임 중독의 원인 및 예방, 치료에 기초적인 자료를 제시해 주는 게임 중독 척도에 대한 연구 특히, 초등학생을 위한 게임 중독 척도에 대한 연구는 미비하다. 그래서 본 논문에서는 초등학생의 연령과 환경에 맞는 게임 중독 척도를 개발하고 분석한 결과 0.928의 신뢰도와 6요인으로 묶여지는 타당성을 검증하였다.

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Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.