• 제목/요약/키워드: Group game

검색결과 475건 처리시간 0.028초

The Effects of Tetris Game on the Cognitive Abilities of Students with Mental Retardation (테트리스 게임이 정신지체를 가진 학생의 인지능력에 미치는 효과)

  • Lee, Tae-Su;Yi, Seung-Hoon
    • Journal of Korea Game Society
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    • 제12권4호
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    • pp.77-85
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    • 2012
  • The purpose of this study was to investigate the effects of Tetris game on the cognitive abilities of students with mental retardation. Especially, this study focused on the arrangement of figures and the task attention. To do this, 33 students with mental retardation in a middle school participated and were assigned to the two treatment group. The experimental group did the Tetris game three times a week for 4 weeks, but the control group didn't the Tetris game. The experimental group revealed more higher improvement than the control group in the arrangement of figures and the task attention. The Tetris game can be used as an educational program to improve the cognitive abilities of students with mental retardation.

The Relationship Between Addiction to Online Games and Carpal Tunnel Syndrome in College Students (대학생의 온라인게임 중독과 수근관증후군과의 상관성)

  • Park, So-Yeon;Lim, Woo-Teak;Kim, Yu-Jung;Lee, Sung-Woong;Yi, Chung-Hwi
    • Physical Therapy Korea
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    • 제16권1호
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    • pp.61-69
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    • 2009
  • The objective of this study was to investigate the relationship between addiction to online games and carpal tunnel syndrome (CTS) in college students. A total of 377 (205 male and 172 female) college students completed an online game addiction scale, a Symptom Severity Scale (SSS), and a Function Status Scale (FSS) for CTS. It was found that five (1.3%) students were diagnosed with an online game addiction, 74 (19.6%) students were diagnosed with a pre-addiction to online games, and 298 (79.0%) students were diagnosed as being average users. The pre-addiction group had significantly higher scores on the SSS than did the average user group (p<.05). The average user group scored significantly lower than did the online game addiction group (p<.05). Symptoms of wrist pain and hand numbness in the daytime were common in the addiction group. There were statistically significant but poor positive relationships between the online game addiction scale and the SSS (r=.312, p<.01), and between the online game addiction scale and the FSS (r=.149, p<.01). The information about online game addiction and CTS identified in this study could contribute to the prevention of online game addiction and CTS in college students.

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Formation of Interdependence in Selecting Game

  • Iizuka, Hiroyuki;Yamamoto, Masahito;Kawamura, Hidenori;Suzuki, Keiji;Ohuchi, Azuma
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2000년도 ITC-CSCC -1
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    • pp.80-83
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    • 2000
  • Decision-makers in ecological system and social system have complex interactions and relations. Such interactions and relations are not predefined but dynamically constructed. We consider what relation-s are constructed or destroyed and how the relations change. Therefore, we focus on the formation and collapse of relations as one of the emergent phenomena of social or ecological complex phenomena. Game theory is the best way of analyzing phenomena in terms of interactions. However, it is difficult to analyze the dynamical system by game theory. Consequently, we propose Selecting Game with agents as players based on game theory. In this model, the relations among agents are not predefined but constructed by selecting subgames. As a result, we confirmed that the entire relation among agents is constructed by the agents' changing partial relations and that the relations dynamically change.

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Parent Related Factors in Internet Game Addiction among Elementary School Students (초등학생의 인터넷게임중독에 영향을 미치는 부모관련 변인)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Child Health Nursing Research
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    • 제15권1호
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    • pp.24-33
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    • 2009
  • Purpose: The purpose of this study was to explore the parent related factors that influence internet game addiction among elementary school students. Method: Data was collected through self-administered questionnaires and descriptive statistics, t-test, ANOVA, correlation and stepwise multiple regression were used to analyze the data. Data survey was conducted with 739 conveniently selected students who were in grades 4, 5, and 6 of elementary schools in Seoul or Gyung-gi province. Results: The addiction groups were classified as general user group (84.3%), potential risk group (10.0%) and high risk group (5.7%). There were significant internet game addiction differences by gender, grade, expense of internet cafe, religion, school record, place where child played, economic status, and duration and frequency of game play. The addiction was negatively correlated to parents' attachment, supervision, attitude to child nurturing, and expectations regarding school study. The most significant variables were both parents' attitude to child nurturing, and mother's supervision. These three variables explained 20.7% of internet game addiction in elementary school students. Conclusion: These findings are expected to make a contribution to the creation of ideal interventions at school, home, and counselling centers to prevent internet game addiction.

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Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
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    • 제5권2호
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    • pp.33-41
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    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

The Effect of Game and Mandala on the Attention of School-aged Children (게임 및 만다라의 융복합적 접근이 학령기 아동의 주의 집중력에 미치는 영향)

  • Kim, Soo-Han;Kim, Ko-Un
    • Journal of Digital Convergence
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    • 제13권8호
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    • pp.525-533
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    • 2015
  • Purpose: The purpose of this study was designed to find out the effect of game and mandala convergence approach on the attention ability of the with school aged children. Method : The subjects of study were 30 children(11 male, 19 female) with school aged children who were attending in A, B community children center located in B city. The intervention was administered for 4 weeks : 3 times a weeks and 12 sessions in total. They were separated into a mandala group(n=10), game group(n=10) and control group(n=10). The experimental group was provided game and mandala program for 4 weeks. Each group examined though FAIR attention and concentration test. Result : The results of this study showed that the game and mandala program was effective to improved attention ability of the school aged children. Conclusion: This study concludes that game and mandala program had effect on the improvement of children's attention.

Effect of nutrition education and traditional game-based physical activity interventions, on lipid profile improvement in overweight and obese children in West Java Indonesia

  • Yulia, Cica;Khomsan, Ali;Sukandar, Dadang;Riyadi, Hadi
    • Nutrition Research and Practice
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    • 제15권4호
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    • pp.479-491
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    • 2021
  • BACKGROUND/OBJECTIVES: One ongoing effort to curtail dyslipidemia in school children is through lifestyle intervention. This study analyzes outcomes of the intervention of nutrition education and Javanese traditional game-based physical activity, on lipid profiles of overweight and obese children. SUBJECTS/METHODS: The experimental study consisted of three steps: data collection (October to December 2016), intervention processes (January to March 2017), and final report preparation (April to May 2017). This was a split-plot block study, enrolling a total of 72 subjects. Traditional game intervention (12 meetings) and nutrition education (9 meetings) was carried out within 3 months with material related to obesity. RESULTS: Our results showed no decrease in the levels of total cholesterol in the group receiving nutrition education (rise by 1.56 mg/dL), but when compared to subjects without intervention, total cholesterol levels experienced was increased. The group which did not receive physical activity showed increase in the total cholesterol, whereas the traditional game intervention group showed a decrease of 0.05 mg/dL total cholesterol at the end of the intervention. Nutrition education and physical activity interventions did not influence any reduction in the low-density lipoprotein cholesterol (LDL-C) levels, but rather showed a tendency to increase at the end of the intervention. However, the increase in LDL-c levels in the traditional game group was lower than in other intervention groups. Duncan's test indicated that the effect of nutrition education and physical activity interventions did not differ from the cut-off values of LDL-C and high-density lipoprotein cholesterol. CONCLUSIONS: Total cholesterol and triglyceride levels in the traditional game group tended to decrease at the end of the intervention, but the results did not differ much from other intervention groups. We deduce that nutrition education and traditional game-based physical activity interventions are not capable of improving blood lipid profiles in overweight and obese children within 3 months. It is necessary to increase the time of physical activity intervention to maintain the lipid profile in another study.

The Effects of Rehabilitation Training Using Video Game on Improvement Range of Motion for Upper-Extremity, Shoulder Pain and Stress in Stroke Patients with Hemiplegia (비디오 게임을 이용한 재활운동이 뇌졸중 편마비 환자의 상지 관절가동 범위와 통증, 스트레스에 미치는 효과)

  • Buyn, Pil-Suck;Chon, Mi-Young
    • Journal of muscle and joint health
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    • 제19권1호
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    • pp.46-56
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    • 2012
  • Purpose: This study was to evaluate the effects of rehabilitation training using video game on improvement range of motion for upper -extremity, shoulder pain and stress in stroke patients with hemiplegia. Methods: The study utilized nonequivalent control group non-synchronized design. Participants are sampled from a group of people who are hospitalized in rehabilitation medicine ward at 'K' university hospital in 'S' city from January 1st 2011 to October 31th. Each 28members of control group and experimental group, total 56members were participated. One task is for 10minutes, and the video game for total 30minutes performed 5 times a week, for 3weeks. Data were analyzed by SPSS WIN 17.0. Results: The range of motion for upper-extremity in experimental group was significantly different from that in control group(shoulder flexion t=7.70, $p$ <.001, extension t=7.80, p<.001, abduction t=6.95, $p$ <.001, elbow flexion t=6.47, $p$ <.001). The shoulder pain score in experimental group was significantly different from that in control group(t=-14.58, $p$ <.001). The level of stress in experimental group was significantly different from that in control group(t=-4.89, $p$ <.001). Conclusion: The result proved that rehabilitation training using video game was an effective stroke patients to increase in range of motion for upper-extremity and decrease in the shoulder pain, stress.

The Effect of Science Class with Game on Learning Motivation and Academic Achievement of Elementary Students (게임을 활용한 과학수업이 초등학생의 과학 학습 동기 및 학업성취도에 미치는 영향)

  • You, Eun-Ju;So, Keum Hyun
    • Journal of Science Education
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    • 제40권2호
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    • pp.103-115
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    • 2016
  • This study was conducted to examine the effect of elementary science class using game on scientific learning motivation and academic achievement of elementary students. Two third grade classes were divided into experimental group and comparison group to treat the experimental group with elementary science class using game. General class according to teacher manual was implemented for the comparison group. Elementary science class applying game was conducted for 11 sessions throughout the experimental period of 8 weeks. The results of this study were as follows. First, elementary science class with game was effective in improving scientific learning motivation. Second, elementary science class with game had significant effect on improvement of academic achievement. The study results showed that elementary science class with game was effective for scientific learning motivation and academic achievement of elementary students.

Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • 제48권2호
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.