• Title/Summary/Keyword: Online-game

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Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game - (청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 -)

  • Lee, Hyang-Jai;Han, Ji-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.197-204
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    • 2009
  • This study aims to examine the realistic self-esteem of adolescents and perception of adolescents toward avatar in an attempt to understand basic aspects of their distinctive lifestyle fundamentally relative to the cyber culture on the web, given that the adolescent which is significant in forming self-esteem period plays an important role in the psychological aspect of adolescents. As for method of research, this study analyzed the self-esteem of users, their preference for avatar, and the perception toward avatar, in order to understand their psychological and social maturity. The result of study indicated that the increased self-esteem in reality among the adolescents led to the increased preference for avatar relative to the cyber culture on the web, which in turn increased the recognition of others' avatars. Those findings suggest that adolescents tend to assign self-esteem to avatar as great as themselves. Thus, it may be important to help adolescents form their self identity from the perspective psychological maturity, so that a sound and healthy web culture can be formed depending on the formation and level of self-esteem among adolescents.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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Adolescents' Actual Conditions of Buying and Impulsive Buying, Imitative Buying, and Conspicuous Consumption on the Internet Items (청소년의 인터넷 아이템의 구매실태 및 충동, 모방, 과시소비 성향)

  • Chung, Eun-Young;Lee, Eun-Hee
    • Journal of the Korean Home Economics Association
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    • v.45 no.8
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    • pp.105-126
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    • 2007
  • The aims of this study were to examine the actual conditions surrounding the purchasing of online game items and Internet cyberspace items by adolescents the propensity of adolescents to consume these items, to determine the difference in the propensity for high and low consumption of these items among adolescents, and to investigate the characteristics of the adolescents who show a high propensity for the consumption of Internet items. The data for this study were collected from 483 adolescent consumers who were middle school and high school students in the city of Bucheon in Gyeonggi Province. The statistical methods used for the data analysis included frequency, percentage, standard deviation, t-test, and one-way ANOVA. The results of the present study can be summarized as follows. The majority(79.5%) of the students surveyed had had the experience of purchasing items. Most students(67.5%) had a rare frequency of buying ($1{\sim}2$ times in a period of 6 months or less). Nearly half (47.9%) of the students spent less than 1000 won per month on the item(s) purchased. Most of the students purchased items with their parents' permission, but 26.6% of the students bought the items without their parents' permission. Most of the characteristics of the items purchased, such as the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, and whether or not they had their parents' permission differed according to gender, grade level, record, and monthly allowance. The level of propensity to consume the items was not high. The propensity of imitation consumption (1.96) was lower than that of impulsive consumption (2.38) and conspicuous consumption (2.45). Most of the buying characteristics, including the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, parents' permission, grade level, and monthly allowance were different between the high and low propensity for consumption groups.

The structural relationships among Weblog service quality(wb-SERVQUAL), user satisfaction and loyalty (Weblog 서비스 품질(wb-SERVQUAL)과 사용자 만족도, 충성도에 관한 구조적 관계)

  • Kim, Su-Yeon;Yeo, Sang-Pyo;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.67-77
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    • 2006
  • According to increasing activities in the cyberspace, various on-line services through the Internet have been offered, and many recent studies on the Internet services such as instant messenger, game, and portal site have been performed to evaluate quality of these services. However researches on weblog(blog), a personal online journal for general public consumption, have not been performed much yet. Therefore, we have conducted an empirical study on investigating the structural relationships among weblog service quality, satisfaction and loyalty in this study. After reviewing the related literatures, we have suggested a model for evaluating the service quality of weblog, wb-SERVQUAL(weblog-SERVQUAL), by modifying the conventional SERVQUAL model based on characteristics of weblog. Structural Equation Model(SEM) has been used to analyze the structural relationships among service quality of weblog, user satisfaction and customer loyalty. Managerial implications are also suggested for managing the weblog sites in conclusion.

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Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

Effects of MMORPG-Based Hanja Learning for Elementary School Students on Self-Directed Learning Ability (MMORPG 기반 초등한자 학습이 자기주도 학습능력에 미치는 효과)

  • Park, Hee-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.135-138
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    • 2012
  • 본 연구는 다중참여역할수행게임(Massive Multiplayer Online Role Playing Game, 이하 MMORPG)이 자기주도 학습능력에 미치는 효과를 살펴보는데 목적이 있으며, 초등학교에 재학중인 4, 5, 6학년 3개 학급을 실험 대상으로 4주간 실험하였다. 실험집단은 방과 후 수업시간을 이용하여 일주일에 2시간 이상 MMORPG를 활용한 한자수업을 학습하도록 지도하였고, 통제집단은 교사의 수업 진행으로 학습하였다. 실험 전 두 집단 간의 자기주도 학습능력에 대한 동질성을 검증하기 위하여 자기주도 학습준비도 검사(Self-Directed Learning Readiness Scale, 이하 SDLRS)를 이용하여 자기주도 학습능력 사전검사를 실시하였고, 4주간 실험이 끝난 후 자기주도 학습능력 검사의 차이를 알아보았다. 더 나아가 하위요소인 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해 학습기회에 대한 개방성, 학습에 대한 애정과 열성을 다변량분산분석(MANOVA)를 실시하여 통계분석 하였다. 이러한 연구결과들을 바탕으로 다음과 같은 결론을 내릴 수 있다. 첫째, MMORPG를 활용한 한자학습과 일반교실 한자학습은 독립표본 t검정 결과 자기주도 학습능력에서 유의미한 차이가 나타났다. 즉, MMORPG를 활용한 한자학습이 일반교실수업에 의한 학습보다 높은 자기주도 학습능력 정도를 보여 주었다. 둘째, MMORPG를 활용한 한자학습이 하위요소 간에 어떠한 여향을 미치는가를 알아보기 위해 실시한 MANOVA 결과 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해에서는 유의미한 것으로 나왔지만 학습기회에 대한 개방성, 학습에 대한 애정과 열성에서는 유의미한 결과를 얻지 못하였다.

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VDT Syndrome according to the Types of Computer Use Among Elementary Students (초등학생의 컴퓨터 사용행태에 따른 VDT증후군)

  • Kim, So-Won
    • Journal of Korean Public Health Nursing
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    • v.19 no.2
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    • pp.359-370
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    • 2005
  • The purpose of this study is to provide basic data for prevention of VDT syndrome by confirming VDT syndrome according to the type of computer use. The subjects recruited for the research were 518 students who were in the 4, 5, 6 grades from 5 schools in Seoul. The data were collected during the period from October 8 through October 18, 2004. The results were as follows; 1. The mean value of the VDT syndrome was 1.55 (SD=.52) for the 5th graders. 2. The degrees of VDT syndrome according to the characteristics of the subjects shows higher scores for the 5th and 6th graders, boys, students with more than 4 online friends, students with a low degree of school life satisfaction, and for students with parents who had a negative attitude for their children. 3. The degree of VDT syndrome according to the type of computer use showed higher scores when the students used computers for game more than for study, more than 11 hours in a week, more than 2 hours at one time, not having any rest, in dark places, with the monitor less than 40 an distance from the eyes, sitting with their legs crossed and when the keyboard was in a higher position than their elbows. The internet absorbed group showed higher scores than the unabsorbed group. 4. There was positive correlation between the hours of computer use and VDT syndrome. Also, internet addiction and VDT syndrome had positive correlation. Therefore, each home and society needs to pay consistent attention to correct computer use by their students. Especially, schools will have to educate about computer utilization and VDT syndrome.

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A Systematic Review of School-bullying Interventions for Children and Adolescents in Korea (국내 학령기 아동·청소년 대상 집단따돌림 중재에 관한 체계적 문헌고찰)

  • Hwang, Ji-Hye;Seok, Yoonhee;Park, Hyo Gyeong;Lee, Ji Yeon
    • Perspectives in Nursing Science
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    • v.17 no.1
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    • pp.12-27
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    • 2020
  • Purpose: Bullying is a global problem, and various programs are under way to prevent it. The purpose of this study was to review school bullying interventions for Korean school-age children and adolescents. Methods: Online databases such as RISS, KISS, DBpia, NDSL and KMBASE were searched, identifying 32 intervention studies published from January 2009 to November 2018. Results: Thirty-two intervention studies were identified: 23 included school bullying prevention and 9 included school bullying treatment for victims or youth at high risk for bullying. The main purpose of preventive intervention was to decrease the bystander's attitude toward group bullying and treatment program was to improve the psychosocial adaptation of bullying victims. The school bullying interventions varied from group counseling, social skills training, art therapy, bibliotherapy using role-play, game & activities. Classroom environment variables and self-esteem, peer-related variables improved significantly after the school bullying prevention programs and school bullying treatment programs, respectively. Conclusion: There is potential for enhancing the outcomes of the behavioral, interpersonal psychological variable. Integrated interventions considering the individuality, gender and physical health of children and adolescents will also be needed. However, a rigorous study design is required to compensate for the methodological limitations.

Character Motion Generation and Control with Hierarchical Parametric Functions (계층적 매개함수를 이용한 캐릭터 동작 생성 및 제어)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1193-1201
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    • 2008
  • In this paper, we propose a automated techniques for generating the gait animation of humanoid character model required in game applications. The proposed method can generate motion data of various styles with intuitive manipulation, and techniques for editing motion data are also proposed. In addition, we introduce an automated tool for gait animation of character model developed with the proposed method to verify the effectiveness of our method. The proposed method tan be successfully employed in motion authoring tools. In this paper, only the gait animation was considered. However, the proposed method can be applied to various motions and can be utilized as a motion engine that automatically generates proper motion according to the state of the character. The motion engine can express various behavior of the character without requiring motion data base which is usually employed in 3D online games.

Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.