• Title/Summary/Keyword: game use

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Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007 (게임산업진흥법상 환전업금지 조항의 의의와 해석)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.61-72
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    • 2007
  • Prohibition Clauses of Business of Money Changing(${\S}32(1)7$) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Research on Understanding of Game Information for the Elderly (중.노년층의 컴퓨터 게임이용과 인식에 대한 연구)

  • An, Jeong-Shin
    • The Korean Journal of Community Living Science
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    • v.19 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this study was to examine the elderly generation's understanding of game information and for recognition of computer based games as a recreation activity for the mid-to late adults. This study investigated game use and personal thoughts about the influences of computer games on each generation. The study was conducted by survey with the subjects being 242 adults aged 40 to 72 living in Busan and Kyung-nam area. Findings indicated that 43.5% of adults used computers to access games. The purposes for computer use were: business, searching portal sites, and games. 44.8% of adults knew about game information education. 67.4% of adults who had someone as a game information resource reported that their children provided the game information. Most adults used arcade games and recognized the influences of game information as positive to adults and the elderly but negative to children and adolescents. Finally, the adults aged "after mid-life" who knew about game information education showed higher ego-integrity and psychological well-being. These findings have implications for the development of elderly education programs aimed at promoting quality of life for older adults.

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Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

The manipulability of games in aspect of the button controlling complexity and fun : focusing on the adventure game (버튼 조작의 복잡성과 재미 측면에서의 게임 조작성 : 어드벤처 게임을 중심으로)

  • Son, Yeong-Lim;Ryoo, Han Young
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.51-62
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    • 2017
  • Game is an activity for the tension, joy and fun. Playing the manipulative button for the game, gamers have unique experience for various ways to use the button. In this study, separating the manipulability of game into the complexity and the fun of button controlling, we tried to discuss the implication about the manipulability of game for the manipulability type to use the objects in adventure game. Namely, either complicated or simple, game has fun feature and needs to design the button controlling in consideration of action characteristics.

Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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Study on Consumer Problems Related to Use of Online Game Services by Type and Age (온라인게임 서비스 이용 소비자의 연령별.유형별 소비자문제 연구)

  • Choi, Eun-Sill
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.3
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    • pp.23-43
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    • 2006
  • The purpose of this study is to identify the types of consumer problems involving the use of online game services in Korea. This study analyzed the consumer damage cases by age and type that were reported to the Korea Consumer Protection Board (KCPB). The results of this study are as follows: The online game complaints varied by age. In the case of children, most complaints involved phone charging online game fees without parents' consent. There were similarities in the victimization of teens and children according to reason for complaint, handling result and type of damage. However, based on method of charging, mobile phone and credit card payments were causes in the case of teen victimization. Meanwhile, complaints among adults showed more complexity than the previous two groups such as cases relating to online game companies illegally seizing game items and game accounts, and charging fees for unused services caused by identity theft. By type of charging method, most complaints involved phone and mobile phone payments. According to the analysis result of online game victims, the monetary damage of consumers did not differ among socio-demographic variables such as age, residence, gender and occupation but there was difference in the method of charging. In the handling period, differences could be seen by age, year, gender and type of damage.

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