• Title/Summary/Keyword: Social Games

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Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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A Study of the Living Culture of Transnational Married Women and of Children's Outdoor Plays in their Hometown : Jilin Province - Jian in China (이주여성 출신 지역 생활문화와 아동놀이에 관한 연구 : 중국 길림성 집안시를 중심으로)

  • Song, Soon
    • Journal of Families and Better Life
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    • v.28 no.1
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    • pp.131-143
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    • 2010
  • The purpose of this study is to understand the living culture of transnational married women and to analyze the out door play of children in their hometown. The data was collected through observation from 27th June to 7th July 2008 in Jian, Jilin Province China. The children's play and lifestyles were observed, and data pertaining to the culture of the people were collected by a teacher and staff. We also visited the residents for housing information. The results are given below. 1. They dressed in Korean clothes on festive days and the boys put on a hood. They had eating habits which included cooking for themselves or buying semi-manufactured goods but did not use, instant food. The housing habits involved a combination of cooking and heating by Korean floor heating system(Ondol). They utilized outdoor space to grow vegetables. Those with a fulltime job(teacher) preferred to live in an apartment but an apartment was too expensive. Public utility charges and traffic expenses were cheap. 2. The main festive days are the lunar New Year's Day and Chuseok. The children returned home and enjoyed the festive day with their parents. The language used are Korean language and Chinese. Some Korean words and phrases in Jian Joseonjok have different meanings as compared to how they are used in Korea. A capping ceremony did not to celebrate becoming an adult from an adolescent. Couples performed a wedding ceremony at a wedding hall attended by their parents and invited relatives from both families. The relatives gave the couple a wedding gift. They did not go on a wedding trip as it was not affordable but instead spent their wedding night at a hotel in this culture. When someone dies, they bury the body after cremation. They perform a memorial service for three years on the birthday of the departed. They have a banquet on the 60th birthdays with their relatives and neighbours and are typically presented with a carp for longevity. 3. They understand capitalism and therefore send their children to school to improve their social position. The Korean and Chinese languages are required subjects in school. The students choose a second language(English or Russian). They prefer English class but at the time of this study an English class was not offered at the school in Jian Joseonjok. Therefore the children entered a Chinese school. 4. The children play outdoor games such as Y$\acute{a}$o J$\grave{i}\bar{a}$(要家), X$\grave{i}$ang g$\grave{i}$(象棋), T$\grave{i}\grave{a}$o p$\acute{i}$ j$\grave{i}$n(r)(跳皮節), D$\grave{o}$uch ing g$\grave{u}$n 凍冷根, B$\bar{e}$i B$\bar{e}$i 背背, and soccer. They play games according to the season.

A Cross Sectional Study on Elementary Students' Access to Computer Online Pornography (일개지역 초등학교 고학년들의 컴퓨터 음란물 접촉 실태에 관한 연구)

  • Kim, Chung-Nam;Woo, Hae-Ja
    • Research in Community and Public Health Nursing
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    • v.12 no.1
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    • pp.150-167
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    • 2001
  • This cross sectional study was done to find out the situation of computer online pornography access by 4th to 6th grade elementary school students. The subjects of this study were three elementary schools in Andong, which were selected randomly and 120 students randomly selected from 4th to 6th grade for a total of 360 students. The questionnaire was composed with the help of a community health nursing professor and through the reference review. The collected data were analysed by a PC SPSS 10.0 according to school grade and sex, an 12-test was implemented to learn what percent of students have computers and software which prohibit the viewing of online pornography, access motivation and time, content viewed, attitude after accessing the contents, and opinions about computer online pornography. The results of this study were as follows. 1. A total of 86.1% of students had computers at home. Most students placed computers in their own room, 78.9% of students had computer online communication experience. Higher grade students tended to have more experience of communications on the internet (P<0.001). Most students chatted on the internet once or twice a week and higher grade students tended to communicate online more frequently. (P<0.001). Most students used computers more than one hour a day (P<0.05). They used computers according to the following priorities: game, studying, listening to music, communications, chatting. 2. Regarding the frequency of going computer online more than seven times per week, male students showed a higher frequency than female students (P<0.05). Male students used computers more than one hour a day and female students less than half an hour (P<0.001). Male students mostly used computers to play computer games. On the other hand. female students used the computer to study, listen to music, and chat (P<0.001). 3. Regarding software installation to prevent access of computer online pornography, a total of 19.4% of students responded they installed one. but 80.6% didn't have any, 20.3% of students had accessed pornography, 46.6% of students responded. they first get to know to the computer online pornography through friends. 4. The reasons for accessing computer online pornography were ranked as follows: curiosity, interest, to release stress, and sex drive (P<0.05). Obscene contents were found in computer games, pictures, and video. Among these, pictures were the most common. 5. Regarding students' attitude toward online pornography, most students responded that they took much pleasure in the contents (P<0.05). 6. Regarding the question 'Does online pornography degrade morals and cause a sex crime', most students responded as 'no'. They also responded positively to the suggestion that the contents would be effective in preventing sex crimes and to release stress. 74.7% of students responded that males' access of the contents as proper but females' access as immoral. Regarding social efforts to protect students from this harmful environment. most replied that those efforts were unnecessary (P<0.001).

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A Case Study on the Game Behavior of Medical School Students (의과대학생들의 게임행위에 관한 사례연구)

  • Cha, Myeong-Hee;Sang, Chong-Ryel
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.279-286
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    • 2019
  • The purpose of this study is to explore what causes medical college students to play games they will play and use them as academic foundation material. And lay a complex foundation for game addicts. To achieve this objective, an approach was taken as a method of exploratory case study. The participants in the study were recruited by their consent at the R meeting of the College of Medicine. Data collection was collected through a one-on-one interview with FGI. The data analysis was read repeatedly and classified into semantic units to derive the essential meaning. The study produced two essential topics and seven revealed topics. It is 'my job to play games' and 'know the importance of discrimination.'According to the analysis, the game behavior played by medical students was able to quit due to the self-efficacy experienced during the course of growth. When one's expectations were met and self-strengthened, one could see that self-control was possible through self-efficacy. It suggested that measures for sound game culture and complex strategy should be explored and measures to improve self-efficacy should be explored.

Research Trends on Preschoolers' Game Using (영유아의 게임 이용에 대한 연구동향)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.51-59
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    • 2020
  • Although social interest is high in relation to the provision of disease codes to games, it is still insufficient to identify the damages caused by games. The purpose of this study is to examine the research trends related to game using of preschoolers to understand the implications of the precedent researches. According to the purpose, the research period, contents, types, data collection, statistical analysis, research/investigation subjects, and academic fields of the precedent researches were examined. The subject were 69 articles published in Korea from 2010 to 2019. As a result, first, a large number of researches related to preschoolers' game using were conducted in 2010-2011, 2014-2016, and the number has decreased sharply since 2017. Second, the contents of the study were mainly about the negative influences of the game and the program development. Third, quantitative and qualitative researches were conducted evenly. Fourth, the data collection methods was mostly questionnaire and other survey methods, and statistical analysis was mostly descriptive statistics, difference verification, and regression analysis. Fifth, the study subjects were focused on preschoolers, and there were many indirect investigation through parents and teachers. Sixth, the academic fields were largely divided into educational and game fields, and there was a distinct difference in the trend of research topics between the fields. Based on the results, this study aimed to provide basic information and data that can be the basis for further research on the game using and to suggest directions for future research.

The Effect of Community-Based Cognitive Stimulation Program on Cognitive Fincion and Subject Memory in the Elderly with Mild Cognitive Impairment (지역사회기반 인지자극 프로그램이 경도인지장애 노인의 인지기능과 주관적 기억에 미치는 영향)

  • Mi Young Kim;Woo Kuon Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.67-71
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    • 2023
  • The purpose of this study is to investigate the effect of a community-based cognitive stimulation program on cognitive function and subjective memory in the elderly with mild cognitive impairment. This study was applied by selecting 15 users who understood the purpose of this study and agreed to participate in the shelter program for more than 3 months from April 2019 to August 2019 at the D Dementia Center in G located, Gyeonggi-do. The program consisted of a total of 36 cognitive stimulation programs 3 times a week a total of 3 months. Cognitive stimulation program stimulates cognitive function through various activities such as orientation reinforcement, cognitive training, recall, music, art, and physical play, and is used for the purpose of improving social function. It consists of folk songs, percussion instruments, national gymnastics, dance, games, and traditional games. As a result of the cognitive stimulation program, the average cognitive function increased by 2.13 points from 26.33 points before implementation to 28.46 points after implementation, and a statistically significant result was obtained (p=0.000). Subjective memory decreased by 3.53 points from the average of 7.13 points before the cognitive stimulation program was implemented to 3.60 points after the implementation, and a statistically significant result was obtained (p=0.000). It can be confirmed that this works. Dementia is leading to a cost burden, and congnitive function decreases the aqulity of life. It brings various burdens. It is necessary to study cognitive stimulation programs applied to various environments in the future.

The Historical Transition and Current Meaning of Traditional Language Plays - Focusing on Korean Jaedam and Chinese Xiangsheng - (전통적 언어유희의 역사적 변천과 현재적 의의 - 한국 재담(才談)과 중국 상성(相聲)을 중심으로 -)

  • Jiang, Xiao-Qian
    • (The) Research of the performance art and culture
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    • no.37
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    • pp.61-94
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    • 2018
  • This article examined that the historical changes and current significance of the Jaedam(재담) and the Xiangsheng(相聲), one of the traditional Korean and Chinese language games. Both Korean Jaedam and Chinese Xiangsheng are representative language games and traditional performing arts for laughing. The origin of the Jaedam can be traced back to Uheui(우희). Uheui has been called Changyouxi in China, Bae Woo-hee, and Jo Hee in Korea. Uheui is the most traditional language game and a variety of performances were derived from its spreading and inheriting process. Among them, Korean Jaedam and Chinese Xiangsheng can be said to be a piece of art that has successfully inherited Uheui tradition. From the late 18th century, Korean Jaedam were established as independent performance arts, and became highly active in many performance by professional joker Park Chun-jae and other performers. With the development of gramophone record in the early 20th century, the Jaedam was mainly made on the theater stage and radio. At this time, the new performance art of 'Mandam(만담)' was derived from the Jaedam, which focused more on satire current events and criticizing the social situation. Mandam has been popular for a long time and then extinct in the 21st century. The jaedam have been handed down only in the Korean traditional performance so far. Meanwhile, Chinese Xiangsheng, which was built in the mid-19th century, a bit later than Korean Jaedam, was initially considered to be a vulgar art of the lower class, but finally became popular in the early 20th century. In the mid-20th century, Xiangsheng was transformed into a new character, which mainly deals with social praise and edification of the masses. But since 'New Xiangsheng' does not focous on a satire on social conditions, the humor has been reduced. In the early 21st century, Xiangsheng was on the verge of extinction just like Mandam, but through the efforts of young actors to revive tradition, another reformation of this art was made to return to tradition and small theater. Currently, the 'traditional Xiangsheng', which has returned to tradition, is once again receiving the love and support of the Chinese audience. Korean Jaedam and Chinese Xiangsheng have many similarities in terms of history and recruitment, but they are now in different fates. There is also a great deal in common ground in terms of the content and form of the two arts. In the case of Xiangsheng, it is one of the traditional folk art forms which is still loved by the Chinese people and has become one of the most important traditional performances. On the other hand, in Korea, Jaedam as independent performance arts has disappeared and now only can be seen in traditional performances such as 'Korean mask theater'. The fact that Korean Jaedam and Chinese Xiangsheng have undergone similar changes in their spreading and inheriting process, while Korean Jaedam have disappeared and Chinese Xiangsheng is well preserved. The reason can be confirmed through the main idea of this article.

An Interpretation of a Social Implication on the Transition of the Urban Park in Daegu (대구 도시공원의 변천에 나타난 사회적 의미 해석)

  • Lee, Jung-Youn;Jung, Tae-Yeol
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.3
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    • pp.72-82
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    • 2013
  • This study was done for analyzing processes on the planning and opening of chronological urban parks in Daegu City since the 1960s, and for interpreting the social meaning on changes of the urban parks with regards to historical circumstances during that period. In the 1960s, urban parks, which were recognized as one of urban planning facilities, were only designated for creating rather than created, although nationally several laws including urban planning act and park act were newly legislated. Rapid urbanization and increasing population in the 1970s led to create many urban parks. However, the policy for increasing parks had been not successful because of the lack of enough funds. In the 1980s, multi-purpose urban parks including stable area as well as active facilities were created for getting several attractions to urban residents. During this period, urban parks were recognized on an aesthetic perspective through vegetating plans on the city-beautiful movement for hosting consecutive international games. The citizen participation in urban parks and the increasing concern about urban environment were started in the 1990s, and the people living in an urban area were interested in the quantitative expansion and qualified renovation of the urban parks as well. Finally, modernistic urban parks were first introduced in the late period of Chosun Dynasty, however their substantial introduction was done in the 1960s. Through this study, the concept of an urban park as a public resting place for citizen in Daegu was thought to be mostly established in the 1990s as we have investigated on the social meaning derived from the periodical changes of urban parks.

Designing mobile personal assistant agent based on users' experience and their position information (위치정보 및 사용자 경험을 반영하는 모바일 PA에이전트의 설계)

  • Kang, Shin-Bong;Noh, Sang-Uk
    • Journal of Internet Computing and Services
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    • v.12 no.1
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    • pp.99-110
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    • 2011
  • Mobile environments rapidly changing and digital convergence widely employed, mobile devices including smart phones have been playing a critical role that changes users' lifestyle in the areas of entertainments, businesses and information services. The various services using mobile devices are developing to meet the personal needs of users in the mobile environments. Especially, an LBS (Location-Based Service) is combined with other services and contents such as augmented reality, mobile SNS (Social Network Service), games, and searching, which can provide convenient and useful services to mobile users. In this paper, we design and implement the prototype of mobile personal assistant (PA) agents. Our personal assistant agent helps users do some tasks by hiding the complexity of difficult tasks, performing tasks on behalf of the users, and reflecting the preferences of users. To identify user's preferences and provide personalized services, clustering and classification algorithms of data mining are applied. The clusters of the log data using clustering algorithms are made by measuring the dissimilarity between two objects based on usage patterns. The classification algorithms produce user profiles within each cluster, which make it possible for PA agents to provide users with personalized services and contents. In the experiment, we measured the classification accuracy of user model clustered using clustering algorithms. It turned out that the classification accuracy using our method was increased by 17.42%, compared with that using other clustering algorithms.

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
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    • v.21 no.4
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    • pp.101-118
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    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.