• Title/Summary/Keyword: computer game dependence

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The Effects of Participation in Sociodrama among Computer Game Dependent Adolescents (컴퓨터 게임 의존 청소년 치료를 위한 소시오드라마 효과 연구)

  • 김태은;이정숙
    • Journal of Families and Better Life
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    • v.21 no.4
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    • pp.55-67
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    • 2003
  • Nowadays, computer game dependency among adolescents, especially male adolescents, is emerging as a social problem. Therefore, treatment for computer game dependency has become positively necessary. This study aimed at investigating the effects of participation in sociodrama on the students suffering from computer game addiction. For this study, 380 male students in the 8th grade were asked to complete a questionnaire about themselves. After these data had been analyzed using SPSS, eight students were selected as the experimental group. The control group consisted of eight adolescents who were similar to the experimental group in the level of computer game dependency and in the psychological factors such as impulsiveness, depression, and the lack of self-control. The experimental group participated in twelve sociodrama sessions over 11 weeks, whereas the control group did not receive any treatment. The first follow-up test was conducted eleven weeks after the pretest, and the second follow-up test was done nine weeks after the first one. The results indicate that the sociodrama played an important role in alleviating the computer game addiction. At the same time, the participation in sociodrama brought positive changes in the psychological factors of the adolescents.

3-DAT Based Evaluation Method for Mobile Game Development Process (3-DAT 기반의 모바일 게임 개발 프로세스 평가 방법)

  • Lee, Ji-Won;Kim, Kyung-Sik;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.15-23
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    • 2010
  • The 4-DAT is a tool for analyzing general development process such as XP and Scrum. In this paper, we suggest a new evaluation method based on 3-DAT for mobile game. Since the 4-DAT has inappropriate evaluation items and unnecessary elements for mobile game development, a revised evaluation method which was optimized using three dimension. The 3-D based evaluation method have development context variables of 5 items and 20 detailed criteria. They were defined based on the theory of P.Abrahammsson, B. Boehm and R. Turner. For the experiment, We applied to five mobile game developments which were earned out for 4 months. It analyzed the three factors of the development teams dependence, inequity and flexibility. This study found that short-term mobile game developments can be completed with low risk when dependence is low, inequity is high and flexibility is high.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

A Study on the Impact of LOGO Programming on Logical Thinking and its Sub-classifications (LOGO 프로그래밍 학습이 논리적 사고와 하위 논리에 미치는 영향)

  • Hyun, Hye-Kyung;Kim, Byung-Soon
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.3-10
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    • 2009
  • This paper presents the effects on logical thinking of the Korean LOGO programming used in teaching for the second grade of middle school with regard to cognitive styles and specific sub-classifications of logical thinking. In result, the LOGO programming teaching method significantly affected logical thinking and its sub-classifications.

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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
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    • v.25 no.12
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    • pp.293-298
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    • 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.

Influence of Extinction Ratio on Optimal Parameters of OPC for Improving BER of WDM Signals (WDM 신호의 BER 개선을 위한 OPC의 최적 파라미터에 대한 소광비의 영향)

  • Lee, Seong-Real;Kweon, Soon-Nyu
    • Journal of Advanced Navigation Technology
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    • v.11 no.4
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    • pp.437-446
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    • 2007
  • In this paper, we numerically induced the optimal values of optical phase conjugator (OPC) position and dispersion coefficients of fiber sections, which can improve the bit error rate (BER) and design the adaptive WDM transmission system, as a function of the extinction ratio (ER) of 10 dB and 20 dB in $16{\times}40$ Gb/s WDM transmission system. It is confirmed that these optimal parameter values for effectively compensating overall WDM channels are dependence on the extinction ratio of signals as well as modulation format, transmitted channel numbers, which were investigated in previous researches. It is also confirmed that ER of 20 dB has the advantage of designing flexible WDM systems using optimal parameters than ER of 10 dB.

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