• Title/Summary/Keyword: Gaming Experience

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The Relationship between Risk of School Bullying Victimization and Risk of Internet Gaming Disorder in Adolescents: Focusing on Gender Differences (청소년들의 학교따돌림 피해 위험과 인터넷게임장애 위험의 연관성: 성별차이 중심으로)

  • Han, Hyunho;Yim, Hyeon Woo;Jo, Sun-Jin;Jeong, Hyunsuk;Kim, Eunjin;Son, Hye Jung
    • Journal of the Korean Society of School Health
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    • v.31 no.2
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    • pp.79-87
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between the risk of school bullying victimization and the risk of Internet gaming disorder according to gender in adolescents. Methods: The data of 1,920 middle school students collected at the baseline of the Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence (iCURE) study were analyzed. For statistical analysis, $x^2$ test, t-test and stratified multiple logistic regression analysis were conducted using SAS 9.4. Results: The prevalence rate of Internet gaming disorder of middle school boys was greater than that of girls (Boys: 9.9%, Girls: 6.2%). The greater the risk of school bullying victimization, the greater both the risk of Internet gaming disorder and the average daily time spent on Internet gaming. In girls, the relationship between the experience of being bullied in school and Internet gaming disorder was not statistically significant. However, the boys who had been bullied in school were 3.2 times more vulnerable to the risk of Internet gaming disorder than those without such experience (95% CI: 1.135-8.779). Conclusions: When considering interventions for Internet gaming disorder for adolescents, bullying victimization should be taken into account as well. Particularly, relieving stress related to bullying victimization can be important for boys with Internet gaming disorder.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach (게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로)

  • Lee, Yeonggeul;Jung, Hee Young;Kim, Ju-Ill
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.91-99
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    • 2018
  • A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

Relationships Between Children's Stress-Coping Styles and Risk of Internet Gaming Addiction (아동의 스트레스 대처행동과 인터넷 게임중독 위험성과의 관계)

  • Shin, Hyo Mi;You, Mee Sook;Cho, You Jin
    • Korean Journal of Child Studies
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    • v.28 no.6
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    • pp.233-247
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    • 2007
  • The relation of children's stress-coping styles to Risk of Internet Gaming Addiction(RIGA) was examined in 662 4th, 5th and 6th grade subjects. Results showed that active coping styles were negatively but aggressive and passive/avoidant coping styles were positively related to RIGA. In male students, coping styles of "active" and "passive/avoidant", "aggressive" influenced RIGA factors of "maladaptive behaviors" and "negative emotional experience". In female students, coping styles of seeking social support related positively to RIGA; coping styles of "active", "passive/avoidant", and "aggressive" influenced "maladaptive behaviors", "negative emotional experience", and coping styles of "active" and "passive/avoidant", "seeking social support" influenced "low academic attitude", RIGA factors, respectively. Coping styles of "active", "passive/avoidant", "aggressive", and "seeking-social-support" influenced "psychological absorption and fixation".

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Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Influence of Perceived Gaming Interactivity on Various Psychological States (게임 상호작용성 수준이 심리상태에 미치는 영향)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.3-11
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    • 2009
  • Game business has been successfully developed in the world including Korea. Among the many functions, interactivity is the key issue in the state-of-the art gaming system and the success of Nintendo Wii is the example. However, in spite of this success, it is hard to find out the research of the gaming interactivity, for instance what kinds of outcomes are followed by the interactivity. Therefore, the aim of this research tries to disclose the influence of perceived gaming interactivity on various psychological states such as mood, vicarious experience, and vicarious pleasure. The results show that all those factors are influenced by interactivity.

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An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
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    • v.19 no.1
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    • pp.123-145
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    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.