• Title/Summary/Keyword: gambling experience

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Analysis on the Participation Motivation of Billiard Players (당구 선수들의 참여 동기에 관한 연구)

  • Park, Ji-Su;Choi, Jae-Won;Kang, Sung-Goo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.369-378
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    • 2017
  • This study is devoted to investigating participation motivations of billiard players who join games through open-ended questionnaires, and identify the difference of participation motivations in the game according to age and experience. Thus, 696 original data on participation motivations was obtained from 267 billiard players in Gyeonggi-do based on open-ended questionnaires. Results from inductive analysis are as follows. First, their participation motivations included 10 general sectors such as interests, objective achievement motive, competition, interpersonal relationship, mental health, job, gambling, sport competence, suggestion by others, and university admission. Second, enjoyment showed the highest percents among participation motivations according to participants' age. Third, interest showed the highest percents among participation motivations in less than five years of their experiences. Objective achievement motive was the highest portion for more than five years. These outcomes will be used as a basic data to understand the relationship of billiard players who participate in the game and further create better billiard game culture.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Phenomenological Study on Husband's Role in Rural Multicultural Family (농촌 다문화가정 여성의 남편역할 인식과 경험에 대한 질적연구)

  • Cho, Hae Sun;Ryu, Jin A
    • Journal of Agricultural Extension & Community Development
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    • v.20 no.1
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    • pp.265-297
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    • 2013
  • This study performed quality study to examine cognition and experience as it is about husband role of wife's perception in rural multicultural family. Specifically the results of in-depth interviews with 13 females in rural multicultural family was analyzed through phenomenological method. The results were as followings: first, wife's cognition about husband role in rural multicultural family, they were 'nice and warm man', 'no special thought', 'clean and cool looking man', 'man without straitening wife', 'husband taking care of housekeeping', 'having independent family' and 'strong responsibility to children'. Females in rural multicultural family did not deeply think about husband's role at international marriage, but it could be known that vague longing for rich country, Korea by Korean wave and its expectation continued to expectation on husband. Second, they were 'good-tempered and nice to me', 'adjust to me', 'irresponsibility and apathy', 'cannot lean to him', 'no housekeeping', 'intermediate role between his family', 'more taking care of children, parents and relatives', 'drink, gambling and violence'. The experience of husband role was little different from cognition of husband role by females in rural mulitcultural family.

A Qualitative Study on Coping strategies of Older adults with Depression: Focused on the Experience of Coping with Depression in Older Adults Living in Seoul (노인의 우울 대처 전략에 관한 질적 연구: 서울시 거주 도시 노인의 우울 대처 경험을 중심으로)

  • Eo, Yugyeong;Ko, Jung Eun;Kim, Soon Eun
    • 한국노년학
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    • v.37 no.3
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    • pp.583-600
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    • 2017
  • The purpose of this study is to explore qualitatively what kind of coping strategy the Korean older adults use when they are depressed and why. Participants were users, older than 60, of an elderly welfare center in Seoul, and answers of 34 respondents who experienced depression were included in the analysis. The collected data were analyzed through content analysis. The results of the analysis showed that strategies to cope with depression used by participants were composed of 6 domains and 11 sub-domains: health behavior (medical approach / exercise and diet), family and social contact (social interaction / going out and going on a trip / communication with family), Religious activities (Religious activities), lifelong education (hobbies / educational activities), productive activities (labor), health risk behaviors (drinking and gambling / resignation). The depression coping strategies of the older adults and their characteristics are as follows. First, older adults used diverse problem-focused coping strategies to cope with depression. Second, older adults considered various coping strategies together and used them simultaneously. Third, the facility space for older adults functions as a shelter. Fourth, although there were cases where medical approach was used, the intention to reuse was very low. Through this study, the following suggestions were made to help older adults cope with depression more successfully. First, access to various coping strategies should be promoted. Second, more places where older adults can spend their time comfortably need to be provided. Third, resistance to mental health care should be resolved.