• 제목/요약/키워드: Playing-related

검색결과 286건 처리시간 0.021초

청소년의 삶의 질과 온라인 게임 이용동기 및 결과에 관한 연구 (Quality of Life, Motivations and Effects of Online Game Playing among Adolescents)

  • 성윤숙
    • 아동학회지
    • /
    • 제24권2호
    • /
    • pp.93-108
    • /
    • 2003
  • This study aimed at understanding motivations and effects of online game playing of adolescents related to quality of life. The field survey was administered to 836 $4^{th}-12^{th}$ grade students in their classrooms. Findings showed that the 5 critical motivations for playing online games were : attraction to the game characters, entertainment, avoidance, loneliness, and killing-time. Motivations differed by sex and grade in school. Quality of life was related to the motivations for online game playing and to the feelings of satisfaction obtained after playing online games. Implications of these findings were discussed from the perspective of policy for the information welfare of adolescents.

  • PDF

고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인 (Computer Game Addiction and it's Predictors of Korean Elementary School Children)

  • 오원옥
    • Child Health Nursing Research
    • /
    • 제10권3호
    • /
    • pp.282-290
    • /
    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

  • PDF

아동기의 축구놀이에 따른 신체조성과 신체적능력 및 문제행동의 변화 (Changes in Body Composition, Exercise Performance and Problem Behavior Based on Playing Football during Childhood)

  • 김아람
    • 대한물리의학회지
    • /
    • 제16권2호
    • /
    • pp.101-113
    • /
    • 2021
  • PURPOSE: The purpose of this study was to investigate the differences and correlation between body composition, exercise performance, and behavior based on playing football in childhood. METHODS: 16 subjects who played football in childhood participated in the study. Body composition and exercise performance were measured, and problem behavior was assessed for each of them. All subjects were asked to play football 50 min/day, one day/week for 8-weeks. RESULTS: Muscle mass, muscular strength, balance, and cardiopulmonary endurance, anxiety depression, atrophy depression, attention problems, rule violations, DSM somatization problems, DSM rebellious behavior problems, and sociality significantly increased after 8-weeks. There was a negative (-) correlation between anxiety depression and atrophy depression, and DSM somatization problem and muscular strength, attention problem and balance, and rule violation and cardiopulmonary endurance, after playing football. CONCLUSION: These results confirmed that playing football in childhood had a positive effect on body composition, and that exercise performance and problem behavior were related.

게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로 (Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre)

  • 정창원
    • 한국콘텐츠학회논문지
    • /
    • 제19권12호
    • /
    • pp.425-439
    • /
    • 2019
  • 본 연구는 게임 플레이 효과에 대한 양면적인 측면의-긍정적(인지 욕구), 부정적(게임 중독)-효과를 분석하여 게임 규제 정책과 게임 연구가 나아가야 할 방향을 제안했다. 게임 장르의 특수성에 초점을 두고, 게임 플레이가 인지 욕구와 부정적 효과에(중독/과몰입) 미치는 영향에 대해 논의했다. 또한, 게임 플레이 효과는 게임정책과 밀접하게 관련이 있으므로, 게임 유저를 중심으로, 게임 장르와 게임 규제 정책에 대한 태도가 어떤 관계가 있는지 분석했다. 분석 결과, 게임 장르의 특성에 따라 게임 플레이의 효과와 규제에 관한 태도가 상이하게 나타났다. 게임을 오래 할수록 게임 중독 효과가 증가했지만, 동시에 인지 욕구도 상승했다. 게임 규제대상이었던 RAS(Role playing, AOS(Aeon of Strife), Strategy) 게임 장르를 플레이할수록 게임 중독을 상승시켰지만 동시에, 인지 욕구를 높이는 데도 기여했다. AR(Augmented Reality) 장르 플레이는 인지 욕구에 긍정적으로 영향을 미쳤던 반면, 전반적인 게임 규제에는 찬성하는 태도를 보였다. 본 연구결과는 게임 플레이가 가져오는 긍정적인 효과와 부정적인 효과를 동시에 트레이드 오프 (trade-off)할 수 있는 밸런싱 전략이 요구된다는 시사점을 제공한다.

유아발달특성에 따른 신체-운동 공간의 가변성에 관한 연구 (A study on the new transition space for infants of their physical activities)

  • 박태욱
    • 한국실내디자인학회논문집
    • /
    • 제17권1호
    • /
    • pp.130-137
    • /
    • 2008
  • The society changes very fast from the extended family system to the nuclear family system, as increasing a one-child family for the low birth-rate. Thus, it causes that the education, having been performed inside of the family group, is performed outside of the family nowadays such as an infant educational institution. Fundamentally, the space of educating infants must be considered their behavior and meet their needs. For infants, playing is not only studying, but also is related to physical, intellectual and emotional development. Therefore infants in a qualifiedly good playing environment, are easy to focus on their playing. But, variety of playing activities can help improve infants' development physically, socially, emotionally, linguistically and intellectually. So far, an infant educational institution has provided a general education than a special educationally considering their age and status of a development. However, it is necessary to provide an integrated and well-organized place for each infant because their playing is a studying and education that will be based of individuals' character when they are grown up. The objective of this thesis is to study on the new transition space for infants of their physical activities. For this study, at first, it is important to understand what are the points of well-built kindergarten around the world. They have the flexible space in common. The transition(flexible) space will be a solution for space for infants' development.

A Study on the Design of Functional Playing Costumes (Focusing on Female Harpist)

  • Yeo, Seung-Wha;Chung, Sham-Ho
    • 한국복식학회:학술대회논문집
    • /
    • 한국복식학회 2003년도 International Costume Conference
    • /
    • pp.42-42
    • /
    • 2003
  • Stage costumes perform not only the instrumental but also the expressive functions. The major goal of this study is to develop the functional and aesthetic costume designs for musical players considering the characteristics of instruments, players' postures. This study will increase the related market size and the players' choices and move aurally and visually more. The scope of this study is restricted to the musical costumes for female adult soloists playing the wind and string instruments. This study is composed of theory research, empirical research and manufacturing a real costume.

  • PDF

형제 놀이 속에서 발현된 '코델리아' 형규의 이성지향자적(異性志向者的) 특성에 관한 질적 연구 (A Qualitative Case Study on the Discrepancy between Children's Gender Schema and Gender Role Acceptability: With a Focus on the Intersexual Role Playing of Two Brothers')

  • 이은지;강현구;박윤현
    • 아동학회지
    • /
    • 제36권4호
    • /
    • pp.33-48
    • /
    • 2015
  • It is generally known that children's development of 'gender schema' and 'gender role stereotype' has a positive relationship with the notion of 'gender role preference'. This study analyzed an unusual case focusing on the role playing of two brothers'. The elder brother, Hyoung-Gyoo, always preferred to take the female role, and he had a preference for feminine names like "Cordelia" whilst engaging in role playing situations. The brothers can be said to have crossed the border into the realm of intersexual role playing. The results revealed Hyoung-Gyoo's clear discrepancy between gender-related perceptions and reality, and showed his younger sibling Je-Gyoo's high level of acceptance towards his brother's extraordinary gender role preference. The results of this study can serve as a useful reference point for detailing unusual development from early childhood regarding 'opposite-gender-role seeking' characteristics.

배역이 아역 연기자들의 정신건강에 미치는 효과 : 영화 촬영 현장 및 관계자 면담 중심으로 (The Mental Effects on Child Actors in Playing a Role: Observations on Filming Sites and Interviews with Filming Personnel)

  • 반건호;김봉석;황준원;유희정;민정원;곽영숙;홍민하
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • 제24권2호
    • /
    • pp.57-64
    • /
    • 2013
  • This study was conducted to evaluate the psychological changes and influences of child actors depending on their role. First, we met the film producer of Dogani and discussed about the filming condition. Second, we visited filming locations during the filming of Neighborhood, when shooting of parts involving the female child actor was taking place and evaluated the emotional states of the child actor before and after she played her role. Third, we interviewed various people of the movie industry, which included adult actors, directors, a professor of films and broadcasting who was a former child actor and a scriptwriter. In case of the film Dogani, the production crew provided enough care and protection and we concluded that child actors had no psychological sequelae. After interviewing the child actor and visiting filming locations, we confirmed that the child actor was not influenced by playing certain roles. In addition, after interviewing various people related to filming, we thought that child actors might not have psychological sequelae related to the character played. To the best of our knowledge, this is the first study about influences of the playing character for child actors. We concluded that playing certain roles would not have negative effects on child actors.

비만아동의 성별에 따른 행동특성 및 인식에 대한 연구 (Gender Differences in Behavioral Characteristics and Their Awareness of Obese Children)

  • 주현옥;박인숙;이화자
    • Child Health Nursing Research
    • /
    • 제3권2호
    • /
    • pp.219-227
    • /
    • 1997
  • The purpose of this study was to investigate gender differences in behavioral characteristics and their awareness of obese school children. The results were as follows 1. In comparison with eating habits and food preference, the girls had more irregular breakfast and were likely to have vegetables / fruits than the boys. 2. In characteristics related to exercise and activities, boys did more exercise than girls. Particularly, in lunch free time, boys participated in playing various active excercise with friends, but girls participated in more non-active behaviors (such as, chattering, reading, or playing jack-stones). 3. In comparison with their awareness related to obese persons, about a half of boys had positive opinions (e. grong, healthy.), but about only 20% of girls had positive opinions.

  • PDF

The Prevalence of Playing-related Musculoskeletal Disorders of Traditional Korean Musical Instrument Player

  • Kim, Jung Yong;Min, Seung Nam;Cho, Young Jin;Choi, Jun Hyeok
    • 대한인간공학회지
    • /
    • 제31권6호
    • /
    • pp.749-756
    • /
    • 2012
  • Objective: This study was performed to investigate the prevalence of musculoskeletal disorders of traditional Korean instrument player using a variety of traditional classical instruments: Gayageum, Geomungo, Ajaeng, Haegeum, Daegeum, Piri and Samul instruments. Background: A large percentage of instrument players have suffered from the musculoskeletal pain of each body parts. However, there is no research on the prevalence of musculoskeletal disorders of traditional Korean musical instrument players. Method: Through the focus group interview, a questionnaire to investigate musculoskeletal disorders was developed. The questionnaire consisted of four parts: demographic factors, performance factors, musculoskeletal disorders symptoms, musculoskeletal disorder experience. For the survey, 118 expert players participated. The data from the survey were analyzed by correlation analysis and chi-square analysis. Results: The symptoms of musculoskeletal disorders and the severe pain from musculoskeletal disorders were observed at neck, shoulder, back and knee. The musculoskeletal experience was statistically related to the factor of body height in Gayageum and Geomungo. In addition, the musculoskeletal experience in Geomungo was related to age and career. However, the musculoskeletal experience in Ajaeng and Haegeum was only related to the factor of hobby. The musculoskeletal experience in Daegeum and Piri was related to stretching. In addition, there was a statistical significance between the musculoskeletal experience and sex in Daegum. In Samul instruments, the statistical significance was observed at age, BMI, career and stretching. Conclusion: The symptoms of playing-related musculoskeletal disorders of traditional Korean musical players were prevalently observed at neck, shoulder, back and knee. In addition, these symptoms were related to the various demographic factors such as age, body height, BMI, career, sex, hobby and stretching. Application: The results of this study can be used as the preliminary data for preventing the musculoskeletal injuries of traditional Korean musical instrument players.