• Title/Summary/Keyword: Game-use Time

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Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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Family Function, Parent-Child Communication, and Family Satisfaction Influencing Game Use among Korean Adolescents (가족기능, 부모-자녀 의사소통, 가족만족도와 청소년의 게임사용간의 상관성)

  • Seo, Mi-A
    • Korean Journal of Health Education and Promotion
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    • v.28 no.1
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    • pp.37-47
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    • 2011
  • Objectives: The purpose of this study was to explore the influential factors of family function, parent-child communication, and family satisfaction on Korean adolescents game use. Methods: The participants were 940 adolescents in Seoul. A structured questionnaire was used to collect data. The study variables were family function, parent-child communication, family satisfaction, and game use. Results: Game use was different by gender, age, time to spend in game during weekdays and weekend. Game use had significant negative correlations with family cohesion, family adaptability, communication with father, communication with mother, and family satisfaction. Multiple regression analysis showed that 20.3% of the game use was explained by gender, communication with mother, hours of playing games during weekdays, family adaptability, and hours of playing games during weekend. Conclusions: These results suggest that being male and lack of communication with mother, low family adaptability, game hours during weekdays and weekend can be potential risk factors for excessive game use in the adolescents, which should by considered in developing a prevention program for excessive game use focused on family factors.

Adolescents' Self-control and Big Five Personality Types Affecting Maladaptive and Adaptive Computer Game Use State (청소년의 Big Five 성격 유형과 자기 조절 성향이 게임 과용, 선용 행태에 미치는 영향)

  • Kim, YoungBerm;Lee, SangHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.4
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    • pp.65-77
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    • 2019
  • Adolescents reach the game-use states of adaptive and maladaptive by the absorption to computer game. Authors claimed that the two states are commonly related with the time of game-use, and the degree of them are distinctive according to adolescent individuals, specifically their self-control propensity. Authors proposed a conceptual research model that Big Five personality types predict their self-control which moderates the relationships from game use-time to the maladaptive and adaptive states. The data to test its validity and reliability had been sampled 999 Korean students in elementary school, middle school, and high school. Resultingly, the openness and conscientiousness of the adolescents affected positively on the self-control, which moderated negatively the relationship from the game use time to the maladaptive use state, but the positive moderation on the relationships from game use time to adpative state was not significant. These results mean that we could apply teenager's Big Five personality type and their self-control traits as a tool for preventing teens from the overuse state like addiction.

An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students (중·고등학생의 인터넷게임 사용에 따른 게임행동분석)

  • Oh, Ju;Park, Jung ran
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.404-419
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    • 2017
  • This study is to examine how middle and high school students vary in terms of good and bad usage of online games and how these factors have varying effects on their use of the internet as a whole. My focus is to study their behavioral patterns individually while playing internet-based online games. The results are as follows: First, 260 out of 390 subjects used the internet. Male students who are high school students with siblings, or preschool time game users were revealed to play online games more often rather than female students who are middle school students with no siblings, or non-preschool time game users. Secondly, the analysis of differences of good and bad usage of online games revealed that there is a significant correlation between gender and beginning age. Lastly, a thorough analysis of the average difference in terms of following the online game shutdown found that there is no significant correlation among the sub-groups. However, an analysis of the difference of the problematic game usage has shown that there is a significant difference in the heavy user group. This findings means that the students who don't follow the online game shutdown spend more time than those who do.

Exploration of the relationship between adaptive use and maladaptive use in game : Focusing on the types of game users of middle school students, and the differences in self-control, peer-support, and game usage between groups (게임 선용과 과몰입의 관계 탐색 :중학생의 게임이용집단 구분과 자기통제력, 또래 지지, 게임이용량의 차이를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.113-124
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    • 2021
  • This study distinguished game use groups by considering adaptive game use and maladaptive game use of middle school students at the same time, and analyzed the difference in lack of self-control, peer-support, and game usage by group. To this end, the data of 287 middle school students was analyzed in the Game User Panel Survey(5th year) of the KOCCA. As a result of the cluster analysis, the game use groups were divided into the high level coexist group, the adaptive use group, and the normal group. The three groups showed the gap of lack of self-control, peer-support, and game usage.

Effect of Mobile Game Use Amount on the Satisfaction Level and Game Commitment(flow) (모바일 게임 이용량이 게임 만족도와 몰입에 미치는 영향)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.31-40
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    • 2015
  • In this study, the effect of amount of use of mobile game (time of use, consumption cost) on the perceived satisfaction level (perceived enjoyment, service quality, and price) of game and commitment is to be observed. If the amount of game use is high, are the satisfaction level and commitment of game high as well? Is there any factor of negative effect on game commitment? As a result of study, among the mobile game use behaviors subjected in this study, higher the amount of use and consumption cost, more the level of satisfaction level and commitment on game. This study is to verify and analyze the high level of perceived satisfaction and commitment on mobile game by users with high amount of use to expand and to discuss the base of study of heavy mobile game user and heavy digital game user.

A Study on the Changing Trajectory of Game Use and the Current and Lag Effect from Self-Control during Early Adolescences (초기 청소년의 게임사용 변화궤적과 자기통제력의 동시효과 및 지연효과 연구)

  • Heo, Gyun
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.71-80
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    • 2012
  • The purpose of this study is to find out the changing trajectory of online game use as the development of early adolescences. It is also to explore whether the self-control has a current and a lag effect on the game use while development of students. We found these results: (a) There is a statically significant individual variability in initial levels and rates of change in online game use over time. The change of trajectory is declined. (b) Boys also have higher rate of the change in using game than girls over time. (c) Both initial state and changing rate of online game use affects negatively the academic achievement. (d) Current effect always supports, but lag effect does not support except the period from last elementary school grade to middle school grade as explanations for the developmental relation between self-control and online game use in young adolescents.

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The Effects of game play, Personal psychological factors and game violence type on Adolescents' morality (게임 이용시간과 개인 내적 요인 그리고 게임의 폭력성 유무가 청소년의 도덕성에 미치는 영향)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Euijun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.55-64
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    • 2015
  • This study started for the verification of the worry in the relationship within violent game use and youth moral. The survey was conducted and analyze some personal factor: self control, self esteem, aggression and game time. Self control and self esteem show positive relationship with moral, but aggression shows negative relationship. The other side, game use time doesn't show any relationship with moral whether the game is aggressive or not. It is significant for the game has no relations about a laxity of moral fiber of youth and the aggression of the game doesn't show any negative influence on moral.

Game Use and School Life of Korean Adolescents: Gender Difference and Moderating Effects of Social Relationship (청소년의 게임이용과 학교생활 - 성별 차이와 사회적 관계의 조절효과)

  • Kim, Kyungmi;Youm, Yoosik
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.753-765
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    • 2016
  • This study examines links between Korean adolescents' uses of games and their school lives. A gender-based analysis was conducted and moderating effects of social relationship variables were tested. The major findings are as follows. First, some gender differences were found in impacts of game use. For example, although a game addiction variable appeared to influence both male and female adolescents negatively on the school-related conscientiousness, only male students displayed a negative impact of game time. It represents a gender difference in the preferred game genres and ways of using them. Second, the analysis showed that variables of social relationship could moderate the negative effects of game use. While the relationship with father appeared to moderate the negative effects of game time in male adolescents, the relationship with mother turned out to relieve the negative impacts of game addiction in female ones. In the case of male adolescents, however, the relationship with the parents did not show any moderating effect on game addiction. This study supports the claim that it is necessary to take a gendered approach in studying gaming.

A Design and Implementation Mobile Game Based on Kinect Sensor

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.73-80
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    • 2017
  • In this paper, we design and implement a mobile game based on Kinect sensor. This game is a motion recognition maze game based on Kinect sensor using XNA Game Studio. The game consists of three stages. Each maze has different size and clear time limit. A player can move to the next stage only if the player finds the exit within a limited time. However, if the exit is not found within the time limit, the game ends. In addition, two kinds of mini games are included in the game. The first game is a fruit catch game using motion recognition tracking of the Kinect sensor, and player have to pick up a certain number of randomly falling fruits. If a player acquire a certain number of fruits at this time, the movement speed of the player is increased. However, if a player takes a skeleton that appears randomly, the movement speed will decrease. The second game is a Quiz game using the speech recognition function of the Kinect sensor, and a question from random genres of common sense, nonsense, ancient creature, capital, constellation, etc. are issued. If a player correctly answers more than 7 of 10 questions, the player gets useful items to use in finding the maze. This item is a navigator fairy that helps the player to escape the forest.