• Title/Summary/Keyword: game culture study

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.89-102
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    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

The Effects of Computer Game Use on Spatial-temporal Capability (컴퓨터게임과 공간인지능력의 상관관계에 대한 연구)

  • Ryu, Seoung-Ho;Kim, Bo-Young
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.73-82
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    • 2007
  • This study deals with how computer game affects spatial-temporal capability of game users. Focusing on college students, this study shows almost the same results as 'Mozart effect' by Gordon Shaw's previously famous study for music on spatial-temporal capability. Additionally, in comparison to music and animation, on-line racing game has more positive influence on a specific spatial-temporal capability.

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A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

Critical analysis about the game self-regulation bill: A study about the structure and regulation of Double loot box (확률형 아이템 규제안에 대한 비판적 분석: 이중랜덤박스의 구조와 규제에 대한 연구)

  • Jo, Hui-Seon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.49-64
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    • 2019
  • In this paper, we examined the concept of three types of double loot box respectively and analyzed each characteristics of double loot box by game case study. Those types are divided into the following three cases; 1) Double-mileage gacha 2) Double-limited period gacha 3) Kompu gacha. As the result, Double loot boxs are characterized as below: 1) Double loot box has a tendency to combine various type of loot boxes. 2) Double loot box's reward is hard to gain in game, or not to sell in game store. With these features, double loot box could be a gambling sales strategy. To solve this problem, this study suggested that it is essential to revise game self-regulations, enhance the professionalism of monitoring groups, and propel the self-effort of game companies.

Interaction effect between the Pay-to-Win Gaming System and the Adolescent Users' Self-Esteem on the Degree of Game Billing (Pay-to-Win 방식의 게임과금 시스템 유무가 청소년의 자존감과 게임과금 관계에 미치는 효과에 대한 연구)

  • Lee, Daeyoung;Lee, Sung Je;Jeoung, Eui Jun
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.77-84
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    • 2019
  • Pay-to-Win (P2W) is a billing system that pays cash in-game and has a impact on results and it has been criticized by users. Research on the adolescent users and the effect of the P2W is insufficient. In this regard, this study compares the game billing in P2W and non-P2W based on self-esteem. As a result, systems showed the interaction effect on the game billing with the self-esteem. In the non-P2W, game billing increased when the self-esteem was high, whereas the billing increased rapidly as the self-esteem was low in the P2W.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.45-52
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    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

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The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.