• Title/Summary/Keyword: Group game

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The Effect of Computer Game and Stretching on Muscle Tone and Concentration (컴퓨터 게임과 스트레칭이 근 긴장도 및 집중력에 미치는 영향)

  • Ko, Min-Gyun;Song, Chang-Ho;Lee, Byung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.225-233
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    • 2019
  • The study was to find out the effects of computer game and stretching on muscle tone and concentration. The subjects were 30 adults, who were divided into 15 stretching group and 15 control group after applying computer game for 120 minutes. The subjects measured muscle tone and concentration before experiment, the same measurements were made before and after applying the stretching. The muscle tone was respectively measured after 60 minutes and 120 minutes of computer game. The results showed that muscle tone increased significantly after 60 minutes and 120 minutes of computer game, and significantly decreased in the stretching intervention group. Concentration increased significantly after computer game, but there was no significant difference after application of stretching. In this study, computer game increased muscle tone and concentration, and stretching decreased increased muscle tone. Therefore, proper stretching after computer games will reduce musculoskeletal diseases caused by increased muscle tone, and development of appropriate game contents will be an effective tool for concentration training.

An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise (백색잡음을 혼합한 게임음악이 전전두엽에 미치는 영향)

  • Choi, Jong-Yun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.3-11
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    • 2011
  • The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.

An Improvement of the Learning Speed through Considered Distance on Jul-Gonu Game (거리를 고려한 줄고누게임의 학습속도 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.105-113
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    • 2010
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a jul-gonu game was created, and then they fought against each other. Improved character considered distance and attacked other one. As a result, improved character's ability was improved on learning speed.

Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

The Effects of Children's Forest Math Game Activities on Their Understanding of Number and Space Concept (유아의 숲 체험 수학놀이 활동이 수와 공간 개념 이해에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.473-480
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    • 2018
  • This study is intended to look into the effects of children's forest math game activities on their understanding of number and space concept. To achieve this, an evaluation was carried out to 20 4-year-old children in each group - experimental group and control group - by an evaluation sheet after forest math game activities during a total of 16 sessions 4 times a week for 4 weeks. The findings are as follows. First, children's forest math game activities had an effect on their understanding of number and space concept. Second, the difference between experimental group and control group showed that the experimental group received higher evaluation in the classifying and order finding items than the control group. It was confirmed that classifying and order finding in the forest math game were factors to help children's mathematical problem-understanding abilities. This implies that their forest math game activities have a positive effect on their mathematical problem-understanding abilities. Consequently, active forest math game activities for children are needed to help them understand the concept of number in the process of classifying task objects and solving tasks in order.

Links to Prosocial Factors and Alpha Asymmetry in Adolescents during Violent and Non-Violent Video Game Play

  • Lianekhammy, Joann;Werner-Wilson, Ronald
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.2
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    • pp.63-81
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    • 2015
  • The present study examined electrical brain activations in participants playing three different video games. Forty-five adolescents between the ages of 13-17 (M=14.3 years, SD=1.5) were randomly assigned to play either a violent game, non-violent game, or brain training game. Electroencephalography (EEG) was recorded during video game play. Following game play, participants completed a questionnaire measuring prosocial personality. Results show an association between prosocial personality factors and differential patterns of brain activation in game groups. Adolescents with higher empathy playing the brain training game were positively correlated with frontal asymmetry scores, while empathy scores for those in non-violent and violent game groups were negatively linked to frontal asymmetric activation scores. Those with higher scores in helpfulness in the non-violent game group showed a positive association to left hemisphere activation. Implications behind these findings are discussed in the manuscript.

Tendencies toward Game Addiction in the Group of Adolescents with Highly-educated Parents (고학력부모를 둔 청소년의 게임중독 성향)

  • Kim, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.184-197
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    • 2013
  • The purpose of this study is to research the reason of higher tendencies toward game addiction in the group of adolescents with highly educated parents than the group of adolescents with non-highly educated parents. The results show that the variables affecting adolescents' game addiction in the group of adolescents with highly educated parents are very different with those in the group of adolescents with non-highly educated parents. In the group of adolescents with highly educated parents, most of variables related to family function and communication types are not significantly affecting game addiction, while they are affecting in the group of adolescents with non-highly educated parents. This indicates that highly educated families might have particular family system related to stratification culture.

Effects of Physical Activity Intervention on Obesity and Metabolic Syndrome Risk Factors and Smartphone Game Time in Children (신체활동 중재가 초등학생의 비만 및 대사증후군 위험인자와 스마트폰 게임 참여 시간에 미치는 영향)

  • Sa, Seok-Eun;Kim, Won-Hyun;Kim, Yong-Geun;Lee, Ji-Young
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.479-486
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    • 2016
  • The purpose of this study was to investigate effects of 12-week physical activity intervention on obesity and metabolic syndrome risk factors and smartphone game time in children. A total of 27 children(fifth grade elementary school students) participated in this study. The subjects were divided to exercise group(n=16) and control group(n=11), and participants in exercise group performed running and jump rope(60min/day; 3days/week; 50~70% of THR) during 12-week. We analyzed measurement data using two-way ANOVA. As results, obesity indices except body weight and metabolic syndrome risk factor decreased significantly in exercise group compare with control group. And VO2max increased and smartphone game time decreased significantly in exercise group compare with control group. In conclusion, we suggest that 12-week exercise intervention in children has positive effects on obesity and metabolic syndrome and improve negative lifestyle such as smartphone game.

An Adaptive Smart Grid Management Scheme Based on the Coopetition Game Model

  • Kim, Sungwook
    • ETRI Journal
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    • v.36 no.1
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    • pp.80-88
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    • 2014
  • Recently, the idea of the smart grid has been gaining significant attention and has become a hot research topic. The purpose of this paper is to present a novel smart grid management scheme that uses game theory principles. In our proposed scheme, power appliances in the smart grid adaptively form groups according to the non-cooperative hedonic game model. By exploiting multi-appliance diversity, appliances in each group are dynamically scheduled in a cooperative manner. For efficient smart grid management, the proposed coopetition game approach is dynamic and flexible to adaptively respond to current system conditions. The main feature is to maximize the overall system performance while satisfying the requirements of individual appliances. Simulation results indicate that our proposed scheme achieves higher energy efficiency and better system performance than other existing schemes.