• Title/Summary/Keyword: PC Game Rooms

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A Study on the Influence of Franchise PC Game Rooms Store Attributes on Store Selection Behavior (프랜차이즈 피씨방 점포선택속성이 점포선택행동에 미치는 영향)

  • Seong, Baiksoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.231-240
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    • 2015
  • This study empirically analyzed the relationship between the franchise pc game rooms selection behavior and revisit, recommendations. Select Properties from the franchise pc game rooms store is ease of access, computer specifications, pleasant environment, brand power and pricing strategy. Korean franchise industry is in spite of the short history of just over 30 years growing very fast. Especially pc game rooms store is 14,782 in 2012 years, pc game rooms store is operated by franchise form 10.6%, 87.9% operated by private, co-operation was confirmed at 1.5%. Conclusions are as follows. First, factors that significantly affect the degree of revisit has been identified as computer specifications, pleasant environment, brand power. Second, the recommendation is an important factor of the computer specifications, brand power, pricing strategy. Finally, franchise pc game rooms successful strategy has excellent computer's specifications, it needs a promotion strategy to attract pc game tournaments to be notified of brand power. We can also see that running is an important factor in a pleasant environment and a flexible pricing strategy.

Evaluation of Indoor ETS Exposure Levels in Pubs, PC Game Rooms, and Billiards Halls around a University Campus using PM2.5 Concentrations (대학 캠퍼스 주변 호프집, PC방, 당구장의 실내 PM2.5 농도를 통한 ETS 노출 수준 평가)

  • Lee, Jae Hwan;Park, Donguk;Ha, Kwonchul
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.26 no.4
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    • pp.411-417
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    • 2016
  • Objectives: The aims of this study were to determine the indoor level of environmental tobacco smoke (ETS) and to assess the implementation rate of smoke-free laws at hospitality venues around a university campus by measuring particulate matter smaller than $2.5{\mu}m$ ($PM_{2.5}$) as an indicator of ETS. Materials and Methods: We measured indoor $PM_{2.5}$ concentrations at 20 PC game rooms, 20 pubs, and 20 billiards halls using Sidepak AM510, a direct reading portable real time monitor, from October to December 2015. Results: Smoking was observed in 65% of the PC game rooms, 10% of pubs, and 85% of billiards halls. The average $PM_{2.5}$ concentrations were $98.2{\mu}g/m^3$, $29.0{\mu}g/m^3$, and $134.2{\mu}g/m^3$ at PC game rooms, pubs, and billiards halls, respectively. $PM_{2.5}$ concentrations in PC game rooms and billiards halls were 2 to 2.7 times higher than the 24-hour exposure standard for outdoor $PM_{2.5}$ ($50{\mu}g/m^3$) by the Ministry of Environment. Conclusions: Although a smoking ban has been implemented for PC rooms and pubs, smoking is still taking place in many of these places. More stringent legal action is required for successfully protecting patrons and workers from secondhand smoke exposure. A ban on smoking in billiards halls should be introduced as quickly as possible.

A Study on the Concentrations of Environmental Tobacco Smoke in PC Game Rooms in Seoul (서울시내 PC방에서의 환경성담배연기(ETS) 농도에 관한 연구)

  • 황규석;백남원;하권철
    • Journal of Environmental Health Sciences
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    • v.29 no.3
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    • pp.43-49
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    • 2003
  • ETS concentrations in the PC game rooms and factors affecting ETS concentrations were measured. Nicotine, 3-EP, respirable dust and UVPM were used as tracers for ETS. ETS concentrations are 2-3 times higher than those of other results. The concentration of ETS at the commercial district was higher than that of the residential district. The correlations between these tracers and SD/ ACH, a factor affecting to ETS concentration, were calculated. The correlation between 3-ethenylpyridine among tracers and SD/ACH was highest. The correlation between respirable dust and SD/ ACH was lowest. It was difficult to recommend respirable dust as a tracer of ETS.

Urinary cotinine concentration by passive smoking in the PC game room (PC방에서의 간접흡연에 따른 요중 코티닌의 농도)

  • Park Yong Sun;Roh Youngman;Kim Chi Nyon
    • Journal of Environmental Health Sciences
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    • v.28 no.1
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    • pp.11-20
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    • 2002
  • Tobacco smoke was confirmed as a human carcinogen by many research results. Because many adolescents stay long time in the PC game room, they are exposed to much of tobacco smoke. To evaluate the effect of passive smoking in the PC game room, airborne nicotine concentrations in 2 PC game rooms in Sung-nam city and urinary cotinine concentrations were measured for 20 adolescents. And the subjects were interviewed for duration and time in PC game room and smoking pattern. Subjects are composed of each of 10 smokers(5 males and 5 females) and 10 nonsmokers(5 males and 5 females). They stayed for three hours in the PC game room without smoking. Concentrations of nicotine in smokers and nonsmokers were 129.72 $\mu$g/$^3$ and 99.99 $\mu$g/m$^3$, respectively. Urinary cotinine concentrations were increased as time goes on after exposure to nicotine and showed maximum value at 9.45 hours after nicotine exposure and were 32.21 and 110.66 $\mu$g/L for nonsmoker and smokers. The more using time and frequency in PC game room, the higher urinary cotinine maximum concentration and the longer using duration, also the more increase urinary cotinine concentration. Urinary cotinine has a tendency to increase by passive smoking. Therefore, it is recommended that the effective control for indoor air quality and extensive research be needed to reduce nicotine concentration by passive smoking in the PC game room.

PC방에서의 간접흡연에 따른 요중 코티닌의 농도

  • 박용선;노영만;김치년
    • Proceedings of the Korean Environmental Health Society Conference
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    • 2002.04a
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    • pp.6-8
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    • 2002
  • Many adolescents stay long time in the PC game room and are exposed to much of tobacco smoke. To evaluate the effect of passive smoking in the PC game room, airborne nicotine concentrations and urinary cotinine concentrations were measured for 20 adolescents at 2 PC game rooms in Sung-nam city. And the subjects were interviewed for duration and time in PC game room and smoking pattern. Subjects are composed of each of 10 smokers(5 males and 5 females) and 10 non-smokers(5 males and 5 females). They stayed for three hours in the PC game room without smoking. Concentrations of nicotine in smokers and non-smokers were 129.72 $\mu\textrm{g}$/㎥ and 99.99 $\mu\textrm{g}$/㎥, respectively. Urinary cotinine concentrations were increased as time goes on after exposure to nicotine and showed maximum value at 9.45 hours after nicotine exposure and were 32.21 and 110.66 $\mu\textrm{g}$/L for non-smoker and smokers. Urinary cotinine has a tendency to be increased by passive smoking. Therefore, it is recommended that the effective control for indoor air quality and extensive research be needed to reduce nicotine concentration by passive smoking in the PC game room.

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Impact of the Smoke-free Law on Secondhand Smoke in Computer Game Rooms (금연정책 시행이 전국 PC방의 간접흡연에 미치는 영향)

  • Guak, Sooyoung;Lee, Kiyoung;Kim, Sungreol;Kim, Sungcheon;Yang, Wonho;Ha, Kwonchul
    • Journal of Environmental Health Sciences
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    • v.41 no.1
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    • pp.11-16
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    • 2015
  • Objectives: This study assessed the impact of the smoke-free law on secondhand smoke exposure in computer game rooms by measuring concentrations of particulate matter smaller than $2.5{\mu}m$($PM_{2.5}$). Methods: Indoor $PM_{2.5}$ concentrations were measured in 56 (during the smoke-free guidance period) and 118 computer game rooms (after the law went into effect) in four cities (Seoul, Cheonan, Daegu and Kunsan) in Korea. The number of smokers in the computer game rooms was also counted every five minutes. Results: Although a smoking ban had been implemented nationally, smoking was observed in 47% of the computer game rooms. Smoking density decreased from 1.62 persons per $100m^3$ during the guidance period to 0.32 persons per $100m^3$ after the smoke-free law. There is no statistically significant difference of $PM_{2.5}$ concentrations before and after the smoking ban. The $PM_{2.5}$ concentration was two times higher than the US NAAQS of $35{\mu}g/m^3$. The $PM_{2.5}$ concentration in computer game rooms without smokers was two times higher than the outdoor concentration. Conclusion: The smoke-free law in computer game rooms was complied with, even after the guidance period, in Korea. Indoor $PM_{2.5}$ concentration after smoke-free law implementation was high due to this non-compliance. High $PM_{2.5}$ concentration in computer game rooms without smokers might be due to smoking booths. The complete prohibition of smoking in computer game rooms should be implemented to protect patrons from secondhand smoke exposure.

A Survey on the Violation Cases at School Environment Sanitation and Purification Zones (서울특별시 소재 초등학교의 학교환경위생정화구역 위반사례 실태조사 연구)

  • Kim, Eun-Joo
    • The Journal of Korean Society for School & Community Health Education
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    • v.8 no.1
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    • pp.29-42
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    • 2007
  • In actuality, as most of harmful businesses running at school environment hygiene purification zones are stationeries with game rooms, comic book stores, PC rooms, etc., which are highly accessible to students, they become serious problems in school environment. The present study conducted a survey of violation cases at school environment sanitation and purification zones around 21 elementary schools in Seoul. The objectives of this study are, first, to investigate harmful environment around schools regulated by the School Health Act, and second, to suggest plans to improve harmful environment around schools. According to the results of our survey, illegal acts and facilities observed at school environment sanitation and purification zones are as follows. Amusement pubs/room saloons occupied 52.5%, singing rooms 15.4%, game rooms 15.1%, billiard clubs 4.3%, gambling houses 4.3%, hotels/motels/inns 3.6%, cartoon shops 2.6%, video rooms 1.0%, LPG storages 0.7%, and infectious disease hospitals/detention hospitals/detention facilities 0.7%. As it is required to make continuous and systematic surveys and researches on the environmental hygiene around schools, we need to manage school environment efficiently through cooperation among the government, education offices and individual schools.

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Noise Exposure Levels for the Middle and the High School Students using Headsets in the PC Rooms (PC방(게임방)에서 헤드셋을 착용한 중•고등학생의 소음 노출수준)

  • Shin, Jaewoo;Kim, Hyunwook
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.15 no.2
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    • pp.135-143
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    • 2005
  • This study was conducted to measure the exposure levels to noise for the middle and the high school students who worn headsets in the PC rooms. The noise levels from the headsets were measured with noise dosimeters, and the statistical relationships between the utilization pattern, user's views on the PC rooms and it's environment were analyzed for the selected PC rooms in the Ahnshan area. The results were as follows; 1. No significant difference was found in the number of uses and average time spent per day by education level and by sex of the users(p>0.05). 2. No statistical significant difference was found between the contents selected by education level of the users (p>0.05). The male participants overwhelmingly enjoyed the PC games (98.3 %) while females selected for listening music (75.0 %) with significant difference(P<0.05), followed by browsing internet and PC communications (70.0 %), PC game (66.7 %) and chatting (33.3 %). 3. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), while a significant difference was found between genders (p<0.05). 4. For sound pressure level measurements, the weighted average(Lavg) of 84.5 dB(A) on the left headsets exceeded that of 79.8 dB(A) on the right headsets significantly(p<0.01) and the maximum value of 96.9 dB(A) on the left headsets exceeded the maximum value of 93.5 dB(A) on the right headsets(p<0.01). 5. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), however, the contents selected by the users with different educational backgrounds were noted with significant difference(p<0.05) while no difference was found by gender(p>0.05).

A Study on rural middle and high school students' Recognition Degree of harmful environment around Schools (지방소재 중 . 고등학생들의 학교주변 유해환경에 대한 인지도 조사연구)

  • 이명선
    • Korean Journal of Health Education and Promotion
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    • v.18 no.1
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    • pp.109-125
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    • 2001
  • The purpose of this study was to provide the basic data for establishing school education environment protection measures, on the basis of comparing and analyzing the realities and students' recognition degree of the environment and hygiene around the middle and high schools located in the rural areas. These study data were investigated by the self-administered questionnaires, taking as subject the 805 students in the middle and high schools located rural areas. And the results were as follows: First, as the result of having investigated the distribution degree of harmful environment within the purification zone around schools, it was found out that students responded: within the purification zone around the middle school, there were cartoon rooms (46.2%), electronic game rooms (45.9%), and singing rooms (45.0%). within the purification zone around the high school, there were electronic game rooms (46.3%), singing rooms (42.3%), billiard halls (41.4%), PC rooms (40.1 %), and Soju-room (35.2%). Secondly, as having analyzed student's recognition degree of the harmful environment around the school, it was found out that middle school students responded that sexual utensils-treating shops (3.74 points) were most harmful, and next corrupted bathhouses (3.52 points), and Soju-room (3.47 points), and high school students also responded relating to harmfulness in a similar sequence. Thirdly, in case of students' recognition degree of the harmful environment around the school according to general characteristics, 1) girl students had a higher ratio of recognition that the environment around the school was harmful than boy students (p〈0.001). 2) groups of students whose living standard was high had a higher ratio of recognition that the environment around the school was harmful than groups of students whose living standard was low (p〈0.05). 3) groups of students whose school was located near the park or the residential street had a higher degree of recognition that the environment around the school was harmful than groups of students whose school was located near the factory or the shopping area (p〈0.01). 4) groups of students whose school was located near the park or the residential street had a higher degree of recognition that the environment around the school was harmful than groups of students whose school was located near the amusement area or the shopping area (p〈0.05). Fourthly, 1) relating to the harmful shops where they experienced most highly the behavior of drinking and smoking, middle school students responded that they did so in the electronic game room (22.5%) and high school students did so in the singing room (31.4%), and high school students had a very high experience ratio of drinking and smoking, compared with middle school students (p〈0.001). 2) relating to the harmful shops where they could get in contact with lewd articles, both of middle school students (5.3%) and high school students (8.3%) responded that they could do so in the video room. 3) relating to the harmful shops where they experienced unsound opposite sex acquaintance, both of middle school students (5.8%) and high school students (16.6%) responded that they did so most highly in hotels, and high school students had a remarkably high experience ratio of unsound opposite sex acquaintance, compared with middle school students (p〈0.05). 4) relating to the harmful shops where they experienced violence, middle school students responded that they did so in the electronic game room (14.0%) and then in the singing room (3.7%), and high school students responded that they did so in the electronic game room (9.3%), the nightclub (4.6%), Soju-room (4.1 %), and high school students had a remarkably high experience ratio of violence, compared with middle school students (p〈0.05). 5) relating to the harmful places where they experienced drugs both of middle school students (0.8%) and high school students (2.4%) responded that they did so in the hotels. Fifthly, when going to the harmful shops, students had the experience of being guided and regulated roughly 1 time - 2 times, and middle school students (16.4%) and high school students (16.7%) had almost similar experience ratios of being guided and regulated. Conclusively, there was a limit in controlling the environment and purification zone only by legal regulations and institutional controls, the self-control purification effort for the school and the surrounding environment was required greatly, in order to protect students from harmful environment. In addition, the constant study to establish the educational environment purification measures must be carried out.

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A Survey on Recognition of School Environment Hygiene Purification Zones (학교환경위생정화구역에 관한 인지도 조사 연구)

  • Kim, Eun-Joo
    • Journal of the Korean Society of School Health
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    • v.20 no.2
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    • pp.69-80
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    • 2007
  • Purpose: The present study purposed to investigate the current state of harmful business places around schools and to survey and analyze how much middle school students know about school environment hygiene purification zones, which have not been much effective. Methods: In addition, this study clarified the problem of harmful environment around schools by inquiring into students' value and perception on worsening harmful environment around schools and provided basic materials necessary for making policies on school education and the protection of educational environment. For these purposes, we conducted a questionnaire survey of 1,000 middle school students in Gyeonggi-do on their perception on harmful environment around their schools, and drew conclusions as follows. Result: Students' knowledge about the School Health Act was low, and they generally thought that the law does not play its role substantially and efficiently in purifying and regulating harmful environment and regulations are superficial and temporary. To the question of whether harmful businesses observe laws for purifying environment around schools, most of the students replied negatively. In actuality, as most of harmful businesses running at school environment hygiene purification zones are stationeries with game rooms, comic book stores, PC rooms, etc., which are highly accessible to students, they become serious problems in school environment. Conclusion: As it is required to make continuous and systematic surveys and researches on the school environment hygiene purification zones, we need to manage school environment efficiently through cooperation among the government, education offices and individual schools.