• Title/Summary/Keyword: Playing

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COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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Do Therapeutic Interventions Exist in Online Games? Effects of Therapeutic Catharsis, Online Game Self-Efficacy, and Life Self-Efficacy on Depression, Loneliness, and Aggression

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.14 no.1
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    • pp.12-17
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    • 2018
  • This study explored potential therapeutic mechanisms of playing preferred online games as predictors of therapeutic interventions for players' psychosocial factors (i.e., aggression, depression, and loneliness). Based on theories of catharsis, the generic model of psychotherapy, we took a therapeutic approach to integrate these perspectives. We created a path model describing how therapeutic catharsis-seeking, online game self-efficacy, and life self-efficacy were associated with psychosocial factors of aggression, depression, and loneliness, including generalized sub-constructs of each factor as multi-dimensional sources. We analyzed the path model using data of 1,227 online game players in Korea. Our results indicated that therapeutic catharsis-seeking could alleviate aggression via favorite game playing. Life self-efficacy was a primary predictor for alleviating depression and loneliness. However, online game self-efficacy was positively associated with depression and loneliness. Implications of these findings are discussed.

The Effects of Playing Video Games on Children's Visual Parallel Processing (아동의 전자게임 활동이 시각적 병행처리에 미치는 영향)

  • Kim, Sook Hyun;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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A Study on The display of children science museum approaching to playing concept (놀이개념으로 접근한 어린이과학관 전시공간 연출에 관한 연구)

  • Choi, Mi-Ok;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.81-85
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    • 2004
  • It became new social interest for children to have their own appropriate physical, mental, social environment as one independent identity, In these social atmosphere, new design method and standard of children's residence, education, playing environment which can fill their desire. When home and school are the first places to meet the world and learn, museum and science hall are the representing places to provide education and entertainment, especially to preschoolers, they are the prior education system. it is the most important these science halls to give children potential familiarity of science rather than direct knowledge. Also these places should be stepping stones of the process of intellectual growth as foundation stones for future science education. On this research i will provide a direction to space planning of children's science hall, extended to children' museum studying display producing of playing conception, the necessary element of children's physical, mental, social behavior development process.

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Ultra-precision High Numerical Aperture Plastic Objective Lens for Blu-ray Disc Pick-up (블루레이 디스크 픽업용 초정밀 고개구율 플라스틱 대물렌즈)

  • Kim, Boo-Tae;Hyun, Dong-Hoon;Yoo, Kyung-Sun
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.20 no.6
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    • pp.811-816
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    • 2011
  • We develop a plastic object lens for blu-ray disc playing pick-up module as morethan 0.85 numerical aperture in this research. We design plastic object lens for blu-ray disc playing pick-up module's each factor's in balanced and made our designed lens by injection molding. Furthermore, by correction designing in mold-core, we optimization our lens efficiency as world grade; wave front aberration $0.028{\lambda}$. RMS, light axis differential 0.3967arcmin. We can manufacture localized blu-ray disc's pick-up lens's component and by this fact we obtain international competitiveness. The result of this research will be very helpful to develop a single objective lens for 3 different wavelength of laser diodes in playing and recording pick-up module.

Cost-Effective Design of Autonomous Chess Playing Robot for AI Research Platform (AI 연구 플랫폼을 위한 저비용 체스 로봇 설계)

  • Faraooq, Sehar Shahazad;Khalil, Hafiz M.W.;Arif, Adeel
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.447-449
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    • 2012
  • This paper present an intelligent microcontroller based chess playing robot which can play a board game against opponent and calculate its moves in a non-idealized environment. In this work, for the sake of simplicity task is accomplished by using Cartesian coordinate system. Chess playing system has been designed in such a way that it provides an interface between user and robot to control chess movements using RS232. Various algorithms are implemented for interfacing hardware in C++ language. Our main goal is to design a cost effective and highly accurate robot system that consumes minimal power to complete its task.

Analysis of Korean Baduk rating system and dum (한국기원 기사 랭킹과 덤에 관한 분석)

  • Cho, Seonghun;Jang, Woncheol
    • The Korean Journal of Applied Statistics
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    • v.32 no.6
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    • pp.783-794
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    • 2019
  • The current ranking system of the Korean Baduk Association is based on the Elo rating system, which is widely used in the field of chess. Despite the 6.5 point dum (penalty) as compensation for playing as White, many Baduk players still prefer to playing as Black due to Black's higher winning percentage. In this paper, we present the ranking of Baduk players based on the Bradley-Terry model and address the advantage of playing as Black. We compare the ranking from our model with rankings from the Korean Baduk Association.

An Analytical Study on the Environmental Design of Play Therapy from Children with developmental disability (발달장애아동의 놀이치료환경에 관한 공간분석)

  • Lee, Pyung;Lee, Eun-Suk;Lim, Kyung-Ran
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.247-250
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    • 2008
  • As society and culture becomes complicated and diverse, so do the ensuing problems. The symptoms from the stress there was mainly focused on the adult group, however, now, they are shown in children. So the play therapy attracts attention as a way to cure stress. This study is intend to analysis an environment of play therapy space which would play an active role during treatment through the understanding of children's playing behavior. Disable children's playing therapy and pattern should be considered in the playing environmental design, and their feelings also need to be considered. The cozy and relaxed environment is important to children, so that they can have a natural interaction with the environment during the therapies. Output the factor of environment for play therapy and suggest the space of play therapy which fit on it.

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Development of Role-Playing Game (RPG) using biometric data (생체 데이터를 활용한 Role-Playing Game (RPG) 개발)

  • Sung-Wook Han ;Myung-Jin Go ;Beom-Jin Ham;Sung-Yong Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.965-966
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    • 2023
  • 본 논문은 사용자의 생체 데이터를 기반으로 하는 Role-Playing Game(RPG)의 개발과정과 특징에 관하여 다룬다. 온라인 게임과 실제 생체데이터를 결합하여 게임 이용을 통한 건강 습관 촉진을 목표로 한다. 사용자의 생체 데이터는 게임 내 캐릭터의 능력치로 환산되며, 게임 플레이를 통해 건강한 생활습관과 운동 동기부여가 이루어진다. 교육과 의료 분야에서의 활용 가능성도 탐색되며, 미래 지향적인 게임의 새로운 방향성을 제시한다.

Evaluation of lead concentration on the surface of children's playing equipments using a field portable x-ray fluorescence (FPXRF) (FPXRF를 이용한 어린이 놀이시설의 페인트 표면 납 농도 평가)

  • Kim, Nam-Soo;Choi, Seung-Hyun;Cho, Kwang-Sung;Kim, Jin-Ho;Ham, Jung-O;Ahn, Kyu-Dong;Lee, Byung-Kook
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.18 no.2
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    • pp.133-140
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    • 2008
  • In order to evaluate the possible environmental lead hazard in children's playground and to test the practicability of field portable x-ray fluorescence(FPXRF) for environmental lead measurement, authors investigated lead concentration of lead-based paint on the surface of children's playing equipments in the playground of 13 apartments using FPXRF at the site in city A, Choongnam province. 93 spots were determined surface lead concentrations 3 times each using a FPXRF. Out of 93 spots, 83 spots (92%) were revealed to have lead in paint and mean concentration was $1.12{\pm}1.76mg/cm^2$. The mean concentration of lead on the surface of playing equipments at the apartments near the main street was $1.20mg/cm^2$ and higher than those at the apartments far away from the main street($0.81mg/cm^2$)(p<0.05). The mean concentration of lead on the surface of playing equipments painted with yellow color was $3.23mg/cm^2$ and the highest among all colors, whereas equipment painted white color was non-detectable. PVC and etc materials for construction of playing equipment showed higher surface lead concentration than other materials. The result suggests that it is necessary to be taken caution of the lead exposure in the playground of apartment and it should be taken any kind of confirmative action to prevent unwanted lead exposure from surface lead source of playing equipment. Authors found that FPXRF was very reliable and useful for field measurement to detect lead on the painted surface.