• Title/Summary/Keyword: Social Games

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Games in Community Network Businesses (커뮤니티 네트워크 형성게임)

  • Oh, Jeong-Hun
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.91-104
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    • 2001
  • Like other communication networks, the Internet is establishing and reinforcing connections between market participants. By adapting to these networks, market participants are able to obtain the power of network to create new benefits in on-line markets. In this paper, we develop three stage non-cooperative game models to analyze the community related business market in electronic commerce where network externalities are present. It is found that, regardless of its market share, individual firm in a market tends to favor a community network. The analysis also shows there exist some possibilities that these community networks can trap the market in an inferior state when better alternatives are available to yield greater social welfare.

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Entertainment in a Changing World: Vietnam and Video Gaming

  • Anh, Phan Quang
    • SUVANNABHUMI
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    • v.11 no.2
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    • pp.107-124
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    • 2019
  • The purpose of this paper is to shed light on the development timeline of video gaming in Vietnam. This paper would examine how Southeast Asia has become a key component in constructing the facade of the global gaming industry, focusing on Vietnam. As a communist country, Vietnam showed a distinctive pattern of video gaming reception. Video gaming has become a popular amusement among Vietnamese youth and has also helped Vietnam integrate into the modern world after the Vietnam War.

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An Empirical Study on the Influence of Internal and External Characteristics on the Social Business Participation and the Moderating Effects of Psychological Contract (Social Business 참여에 영향을 주는 내.외재적 특성과 심리적 계약의 조절효과에 대한 실증연구)

  • Kim, Sang-Hyun;Kim, Geun-A
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.1-19
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    • 2011
  • Following the growth of e-Business, there has been a recent increase of interest in promoting Social Business (s-Business) based on Social Network Service(SNS). As the introduction of the Internet brought about the increasing number of its users followed by the growing market of e-Commerce, online games, and e-Learning, the increasing number of SNS users has opened the new markets combining the existing industrial fields with SNS, and it developed into a revenue model beyond the mere sharing of information. Despite such industrial and social environments, understanding of new social business technology from the aspect of business has been insufficient, and the empirical study on participation in the social business has been scant as well. Thus, the main purpose of this study is to investigate the s-Business in detail and to study the factors giving influence to the users' participation in s-Business. This study proposes six variables(Self-Empowerment, Job Relevance, Formation of Social Capital, Relative Advantage, Shared Value, Relationship Specified Investment) and the moderating effects of Psychological Contract as influential factors closely related with s-Business. A total of 362 data from a survey were analyzed by using Structural Equation Modeling(SEM). Result showed that all factors with the exception of Job Relevance have meaningful influence on the intention to participate in s-Business. The implication of the findings suggests to compliment limitations of the existing researches, and to prepare the theoretical foundation for promoting s-Business participation in addition to further suggesting directionality from the view point of the users of the social business-relevant studies.

Social Network Games (SNG) to concentrate on the analysis of causes (소셜네트워크 게임(SNG)에 몰입하는 원인 분석 연구)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.445-453
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    • 2012
  • With the development of recent gaming industry in the production side of the game has expressed concern about. To avoid such generalizations about the diversification of the game for any effort is required. As an aspect of the game is that social networks are emerging. In particular, the element of commitment to targeting the public should not be in game development is an important factor in the liver. In this study, the analysis of previous studies on flow and Raph Koster fun theory is based on the theory extracted from the social network game cause flow through the case study is presented.

The Analysis of Living Environment of the Elderly Households in Chungbuk Province and Suggestions from the Perspective for the Well-being of the Elderly -Focused on Social Relationship and Housework Implementing- (노인복지 측면에서 본 충청북도지역 노인단독가구의 생활환경 분석 및 개선 방안 - 사회적 관계 및 가사노동실태를 중심으로-)

  • 조영희
    • Journal of Families and Better Life
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    • v.15 no.1
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    • pp.173-190
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    • 1997
  • The purpose of this study is to investigate social relationship and housework implementing of the elderly households in Chungbuk and to provide suggestion s from the perspective for the well-being of the elderly. The data of this study are collected through questionaire and the data of 244 respodents are analyzed using Frequency Contingency analysis one-way ANOVA. The results are as follows: firstly most elderly tend to have a close relationship with their neighbors in their houses. The activity of social relationship is routine behavior and the satisfaction of social relationship with their neighbors is high, The older the age the lower the education level and the poorer in physical health the more frequently they meet their neighbors and friends the more frequently they go to establishments for elderly and tend to play games such as a flower cards game. Secondly the average time implementing housework by elderly women is about 3.63 hours. The attitude toward housework is a l ttle negative. The average housework eqipments owned by them are 4.8 The older the poorer in physical health the lower level of owning housework equipments the shorter is the time implementing housework and the more negative is the attitude toward housework.

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Factors Associated with Physical Activity and Sedentary Behavior among Elementary School Students (일부 초등학교 5, 6학년 학생의 신체활동과 좌식생활 관련 요인)

  • Kim, Bong-Jeong
    • Korean Journal of Health Education and Promotion
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    • v.27 no.3
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    • pp.33-47
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    • 2010
  • Objectives: The purpose of this study was to identify personal and social environmental factors associated with physical activity and sedentary behavior among elementary school students. Methods: Cross-sectional self-reported data were collected from a conveniently clustering sample population of 1538 grade 5 to 6 students attending 19 elementary schools in Seoul metropolitan city and Gyeonggi province. Data were statistically analyzed using Chi-square test and multiple logistic regression analysis. Results: In multiple logistic regression analyses, significant factors that were associated with schoolchildren's physical activity were gender, father's job, social support for physical activity, friend support, participation in school physical education class. Father's education level, mother's job, family functioning and urban residents were significantly associated with TV viewing and gender, age, BMI(obesity), mother's job, family functioning and urban residents were significantly associated with playing computer games among elementary schoolchildren. These results showed that physical activity among elementary school students was most associated with social environmental factors and sedentary behavior among school students was most associated with personal and family environment factors. Conclusion: Health care providers should develop interventions to improve these family and social environmental factors to increase physical activity levels and to decrease sedentary behavior among elementary schoolchildren.

Psychomotorik-based Play Activities for Children by In-home Social Robot (어린이를 위한 소셜 로봇의 심리운동 기반 놀이 활동 개발)

  • Kim, Da-Young;Choi, Jihwan;Kim, Juhyun;Kim, Min-Gyu;Chung, Jae Hee;Seo, Kap-Ho;Lee, WonHyong
    • The Journal of Korea Robotics Society
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    • v.17 no.4
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    • pp.447-454
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    • 2022
  • This paper presents the psychomotorik-based play activities executed by the social robot at home which helps children's social and emotional development. Based on the theory and practice of the psychomotorik therapy, the play activities were implemented in the close collaboration between psychmotorik experts, service designers and robotics engineers. The designed play activities are classified into four categories depending on the main areas of child development. The robotic system that can express verbal and nonverbal behaviors was developed in order to play games with children and but also to make children have continuous interest during the play activities with it. Finally, the psychomotorik-based play service scenario and interactive robot system were validated by the expert group from the domain of child psychotherapy. The evaluation results showed that the play service and the robot system were appropriately developed for children from the experts point of view.

Social Support and Hopelessness in Patients with Breast Cancer

  • Oztunc, Gursel;Yesil, Pinar;Paydas, Semra;Erdogan, Semra
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.1
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    • pp.571-578
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    • 2013
  • Background: Patients with breast cancer can experience a feeling of hopelessness very deeply in the adjustment process, and the social support provided during this period can be effective in increasing the level of hope. The present study aimed to identify breast cancer patients' social support and hopelessness level. Materials and Methods: The target population of this analytical study was all breast cancer patients (total of 85) who had treatment in the oncology department of a university hospital located in Adana/Turkey and who met the inclusion criteria. Data were collected through "Personal Information Form", "Beck Hopelessness Scale (BHS)" and "Multidimensional Scale of Perceived Social Support" (MSPSS). Analysis was performed using Shapiro Wilk, One Way ANOVA Welch, Student t-test, Mann Whitney U, and Kruskall Wallis tests. Homogeneity of variance was tested with the Levene, Bonferroni and Games Howell tests. Mean scores and standard deviation values are given as descriptive statistics. Results: Average age of the participants with breast cancer is $48.6{\pm}10.6$. Of all the participants, 84.7% are married, 49.4% graduated from primary school, 81.2% are housewives, and 82.4% had children. The participants' multidimensional perceived social support total scores were found to be high ($57.41{\pm}13.97$) and hopelessness scale scores low ($5.49{\pm}3.80$). There was a reverse, linear relationship between hopelessness scale scores and social support total scores (r=-0.259, p=0.017). A statistically significant relationship was found between hopelessness scores and education level and having children, occupation, income status, and education level of spouses (p<0.05). Conclusions: The present study indicates that hopelessness of the patients with breast cancer decreased with the increase in their social support. Therefore, activating patient social support systems is of importance in increasing their level of hope.

Civil-Military Relations and Military Leadership (민군관계와 국방리더십의 발전방향)

  • Son, Su-Tae
    • Journal of National Security and Military Science
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    • s.4
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    • pp.119-156
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    • 2006
  • Now it is not useful the theory about civil-military relationship that have been analysed for power games between military and civilians Korean society is going on governance society managed by cooperating network of government, civilian society and business market These social change require for new context about civil-Military relationship. Military leadership must contribute desirable civil-military relationship This study will suggest the direction about military leadership for desirable civil-military relationship. Now political issues about military intervention to the government are almost settled, but the worry about complications between military and civilians exist in the part of low issues like policy-making. Another important issues is military leadership about the style of social-being. In recent years, social change is very complex and speedy like global networking and diversity, leadership environment also, changed like leadership paradigm shift. Military leadership must be examined from the principle to the context of social integration At the present age, individual soldier is citizen in uniformed. Also military leadership must to seek the principle in the citizen mind like citizenship. Another charactristics of present day military is influence of high technogy. For the high-tech war military need the transition about science and technology from the whole society. In the context of above the development of military leadership are suggested as follows. First, the development of military control leadership must besought to the context of cooperation between government and military. Government must provide the system to strengthen military professionals in the process of policy-making about national security Second, military leadership must embody the important social values through the advanced military making, Third, military leadership must provide the adaptability to the society through the military education of their soldiers Forth, military leadership must be contributed to the social integration and to the growing up individual soldiers like their socialization and their achievement. Five, an important subject of military leadership is the creation of desirable military culture through the harmony of social culture and military culture.

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A Study on the Factor Which Causes the Imbalance Between DAU and Game Purchase in the Mobile Game Market - With an emphasis on Google Play Free Games - (모바일 게임 시장에서 DAU와 게임 구매간의 불균형성을 발생시키는 요인에 대한 고찰 - 구글 플레이 무료게임을 중심으로 -)

  • Lim, Jun;Choi, Sung Wook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.293-303
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    • 2014
  • The mobile game market is fast growing after the Kakao game launched. Especially, the market is placed at the second highest by occupying 33.1% of the market. However, the rate of the total sales amount is only 6%, showing quite an imbalance between the market occupancy and the sales amount. This means that the profit-making models are not stabilized yet in the mobile game market. The absence of profit-making models can be ascertained by the relationship of DAU and sales ranking. There are several games which are ranked at DAU Top10 among Google free games, but not ranked at top 10 among sales amounts. On the other hand, there are several games which are low in DAU ranking but high in sales amount ranking. This result shows that there is no direct interrelation between the product attractiveness which users feel and the profit-making models in the market. This study compared the Google play free games which are ranked at top 10 in terms of DAU ranking and sales amount ranking to find out the factor which causes the imbalance between the DAU ranking and sales amount ranking. Based on this outcome, this study presents the reference point for the design of profit-making models on behalf of the manufacturers who wish to launch into the mobile game market in the future.