• 제목/요약/키워드: Korean games

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운동요소가 포함된 수학게임이 유아발달에 미치는 효과 (The Effects of Mathematical Games with Motion on Young Children's Development)

  • 장보경
    • 한국생활과학회지
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    • 제19권2호
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    • pp.271-283
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    • 2010
  • This study was planned to investigate the effects of mathematical games with motion on young children's development. The study was performed to compose mathematical games with motion and just mathematical games for young children. The games were set up to be executed 16 times for 8 weeks. The results of this study were as follows: Mathematical games with motion had a significant effect on young children's mathematical problem-solving ability. Mathematical games with motion had a significant effect in every category on young children's ability for motion competence and mathematical games with motion had a significant effect on young children's socio-emotional development. There were significant differences between the control group and the experimental group except for the independence from teachers and peer interaction. Mathematical games with motion had a significant effect on young children's language ability.

아동 및 청소년의 인터넷 게임 사용수준에 따른 인터넷 게임 이용동기와 학교생활 적응 (The Relationships Among Children's/Adolescents' Frequency Levels of Playing Internet Games, Motives for Playing Internet Games and Adaptation to School)

  • 변성희;김정민
    • 가정과삶의질연구
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    • 제25권2호
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    • pp.47-58
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    • 2007
  • The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.

유아의 전자 게임 실태에 관한 연구 (A Study on Young Children′s Video and Computer Game Uses)

  • 조경자
    • 대한가정학회지
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    • 제39권4호
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    • pp.91-103
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    • 2001
  • The purpose of this study was to investigate actual trends of young children's video and computer-based game uses. Four hundred and eighty parents of 4-6 year-old children were questioned about children's game uses and their attitude toward them and 180 of their children were interviewed. As the results of this study, most of children have been playing video and computer games. Boys played them more frequently than girls and the olders than the youngers. The majority of children liked video and computer games. The first reason to play games was 'interesting'. The most parents considerably tolerated to their children playing games except the arcade games. Many parents limited their children's time of playing games. They occasionally played with their children or observed them playing games.

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온라인게임 충성도에 미치는 영향요인에 관한 연구 (An Exploratory Investigation Of Player Loyalty To Online Games)

  • 조남재;백승익;류경문
    • 한국경영과학회지
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    • 제26권2호
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • 제11권2호
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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어린이 영어교육을 위한 컴퓨터 게임 모형 (A model of computer games for childhood English education)

  • 정동빈;김주은
    • 영어어문교육
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    • 제10권2호
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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공간의존 파론도 게임의 협력 효과 (Cooperative effect in space-dependent Parrondo games)

  • 이지연
    • Journal of the Korean Data and Information Science Society
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    • 제25권4호
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    • pp.745-753
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    • 2014
  • 파론도 역설은 개별로는 지는 게임들이 결합하여 이기게 되거나 개별로는 이기는 게임들이 결합하여 지게 되는 역설적인 현상을 말한다. 여러 명의 게임자들이 둘러앉아 게임을 진행할 때, 임의로 선택된 게임자 본인의 과거 실적에 의해 승패 확률이 정해지는 경우와 게임자의 양옆에 있는 다른 게임자들의 실적에 의해 승패 확률이 정해지는 경우를 비교한다. 게임자들의 수와 승패 확률에 의해 계산되는 기대상금을 비교하여 협력에 의한 파론도 효과가 존재함을 확인한다.

가상현실 게임 경험에 대한 한국 대학생들의 관점연구 (Study of Korean College Students' Perspectives on Virtual Reality Game Experience)

  • 엄남현
    • 한국콘텐츠학회논문지
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    • 제19권1호
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    • pp.152-162
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    • 2019
  • 한국에서는 아직 가상현실 게임에 대한 연구는 활발하지 않은 편이다. 따라서, 본 연구는 가상현실 게임에 대한 대학생들의 인식, 가상현실 게임의 동기 요인들 및 가상현실 게임의 주요 특성들을 살펴보고자 한다. 본 연구는 가상현실 게임을 최근 경험한 대학생들 10명의 심층인터뷰를 바탕으로 구성되었으며, 연구 결과, 가상현실 게임을 즐긴 참여자들은 높은 가상 현실감, 몰입도 및 통제성을 느낀 것으로 나타났다. 이러한 요인들은 모바일, PC, 비디오 게임에서는 쉽게 나타나지 않는 특징들로 가상현실 게임의 변별적 특징으로 규정될 수 있다. 게이머의 재방문 의사에 미치는 요인들로는 가상현실게임에서 4D 효과, 다양한 가상현실 콘텐츠, 게임에서의 자유, 독특한 경험, 실재감, 긴장감, 액션 기반 경험, 그리고 그룹 게임 가능성 등이 있다. 본 연구결과, 가상현실 게임에서 주요한 특징인 몰입, 참여, 및 가상 존재감이 가상현실 게임 태도에 긍정적인 영향을 미치는 주요한 역할을 하는 것으로 나타났다. 따라서, 가상현실 게임 콘텐츠를 제작함에 있어 게이머들의 몰입, 참여, 가상 존재감을 높일 수 있는 장치들을 사전에 고려함으로써 소비자들의 만족도 제고에 노력해야 한다.

아동의 전자게임 사용 실태 (A Study of Video and Computer Game Usage and Attitudes among Children)

  • 공인숙
    • 가정과삶의질연구
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    • 제20권3호
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

인디게임의 인터랙션 매커니즘과 서술방식 연구 (A Study on Interaction Mechanism and Narrative Style of Indie Games)

  • 이정엽
    • 한국게임학회 논문지
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    • 제14권4호
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    • pp.17-26
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    • 2014
  • 이 논문은 최근 다수의 플랫폼에서 주목받고 있는 인디 게임(indie games)의 열풍을 그 게임의 인터랙션 방식의 혁신과 서사적 시도에서 찾고, 인디 게임의 게임 디자인과 스토리텔링, 그리고 그 위상에 관한 시론적인 해석을 시도하는 것을 목표로 한다. 이를 위해 인디 게임이 기존의 대규모 스튜디오 게임과 다른 면모를 인터랙션 메커니즘, 연출 스타일, 서술 방식에서 찾고 각각의 사례들을 분석하고자 했다. 아울러 한국 인디 게임이 스팀과 같은 글로벌 플랫폼에 진출한 사례를 살펴보고, 앞서 언급한 방법론들을 동일하게 적용하여 분석하였다.