• Title/Summary/Keyword: Smartphone games

Search Result 77, Processing Time 0.027 seconds

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.11
    • /
    • pp.644-652
    • /
    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

An Empirical Study on Consumer's Continuous Usage Intention of Smartphone Services in China (중국 스마트폰 서비스의 지속적 사용의도에 관한 실증연구)

  • Chen, Yan;Moon, Taesoo
    • The Journal of Information Systems
    • /
    • v.24 no.1
    • /
    • pp.95-117
    • /
    • 2015
  • With the active smartphones user exceeding 500 million by the end of 2014, China has now become the largest smartphone market in the world. Smartphone companies provide variety of information through a range of applications, such as communications, entertainment, games, and so on. There were many studies conducted about the user acceptance and continuous intention of mobile service. However, it is still not quite clear what factors attract people to reuse smartphone in China. This paper examines the continuous intention of smartphone about Chinese customers. This study incorporates perceived enjoyment as a additional construct into a extended TAM model, by integrating a hedonic service of smartphone. We propose a research model that reflects the individual characteristics and usage contexts of smartphone, such as innovativeness, social influence, and service quality, and analyze the structural relationship between the main variables through empirical study. This study empirically investigated a research model and conducted a survey of smartphone service users in China. Our study proved that perceived enjoyment has a positive influence on continuous intention to use smartphone services. This paper provides the managers an insight that smartphone companies should take more consideration on how to provide more enjoyable service and attract customers to reuse their services.

A Study on Learning Effect of Serious Game for Memory Improvement (기억력 향상 기능성 게임의 학습 효과에 대한 연구)

  • Lee, Hwa-Min;Hong, Min
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.5
    • /
    • pp.39-46
    • /
    • 2011
  • Serious games are designed for special purposes of education, training, treatment as well as game-like fun and entertainment. Recently, domestic and foreign market of serious game are growing rapidly. By dissemination of smartphone, the global market for serious game will be expanded for various purposes and users. In this paper, we design and implement serious game 'QUICK REMEMBER 20' for memory improvement using smartphone. We analyze game users based on socio-demographic characteristics and evaluate the learning effectiveness of this game with statistic method.

  • PDF

A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.929-932
    • /
    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

  • PDF

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.405-408
    • /
    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

  • PDF

A Study on Providing Secure Storage and User Authentication Using MTM on Mobile Platform (모바일 플랫폼에서 MTM을 이용한 보안영역 제공 및 인증에 관한 연구)

  • Lee, Sun-Ho;Lee, Im-Yeong
    • The KIPS Transactions:PartC
    • /
    • v.18C no.5
    • /
    • pp.293-302
    • /
    • 2011
  • The various information services can be delivered by smartphone through advanced high-speed mobile communication. A smartphone is a mobile device that offers more powerful computing capacity than feature phone. Therefore this device can provide such as web surfing, editing documents, playing video, and playing games. A lot of personal information stored on smartphone. Because it has High usability. Personal information Leaks if the smart phone is lost or stolen may become a big problem. In this paper we have analyzed existing method for providing secure storage and user authentication on mobile platform and derived security requirement. Therefore we propose the following scheme that satisfy security requirement. Proposed scheme providing secure storage with preventing authentication bypass, and availability from damaged data to access secure area.

Morphing and Warping using Delaunay Triangulation in Android Platform (안드로이드 플랫폼에서 들로네 삼각망을 이용한 모핑 및 와핑 기법)

  • Hwang, Ki-Tae
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.137-146
    • /
    • 2010
  • According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.

A UI Authoring Tool User Needs Analysis through Mobile Game for Smart Devices (사용자 요구 분석을 통한 스마트폰 용 UI 저작도구의 제작)

  • Lee, Jun-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.13 no.1
    • /
    • pp.5-18
    • /
    • 2013
  • A smart phone has an error if we design games on it because smart phone should be able to have input and output simultaneously through the screen. Using the existing layout of the game as a base for research, the layout was divided to four categories that are information area, informational appearance area, operation area and inutility area. Given the research results, we developed an authoring tool to design games for smart phones. Moreover, we applied the authoring tool to develop games and effectively reduce the developing time.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.75-84
    • /
    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.12
    • /
    • pp.293-298
    • /
    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.