• 제목/요약/키워드: game-behaviors

검색결과 178건 처리시간 0.023초

사회적 게임에서의 영아-어머니 상호작용 (Mother-Infant Interactions in Social Games)

  • 이미란;이영
    • 아동학회지
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    • 제21권3호
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    • pp.25-40
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    • 2000
  • This study investigated the development of infant behaviors and maternal scaffolding in mother-infant games. Subjects were 60 mothers and their 9-, 12-, 15- and 18-month infants, 15 dyads in each age group. Mother-infant interaction was videotaped in the laboratory as they played peek-a-boo and a ball game in 2 sessions. Infant game behaviors were classified by the Rome-Flanders, Cossette, Ricard and $D{\acute{e}}carie$(1995) list, and maternal game behaviors were classified by the Hodapp, Goldfield & Boyatzis(1984) list. Data were analyzed by one-way ANOVA, two-way ANOVA with repeated measures, sequential analysis and Z test as well as qualitative analysis. Results showed that infants played an increasingly active role with age. Infants mastered the ball game at earlier age than peek-a-boo. Mothers scaffolded infant behaviors in various ways. The amount of maternal game behavior varied by type of game.

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유아의 인터넷 게임 중독 경향성에 영향을 주는 어머니 양육행동과 유아의 정서조절 (The Effects of Maternal Parenting Behaviors and Preschooler's Emotional Regulation on Their Internet-Game Addictive Inclination)

  • 김지현
    • 대한가정학회지
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    • 제48권8호
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    • pp.77-86
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    • 2010
  • This study investigated the effects of maternal parenting behaviors and preschooler's emotional regulation on their internet-game addictive inclination. The participants were 129 mothers of 5 and 6 year-old preschoolers and their teachers from two day dare centers and one kindergarten in Seoul and Kyung-gi province. Data were analyzed by descriptive statistics and hierarchical regressions by SPSS program (12.0 version). The major findings were as follows: (1) Boys showed higher score of internet-game addictive inclination than that of girls. (2) mother's consistent parenting behaviors and preschooler's other-regulation behaviors significantly explained preschooler's internet-game addictive inclination. In conclusion, maternal parenting behaviors and preschooler's emotional regulation have influenced on preschooler's internet-game addictive inclination.

게임을 활용한 공감훈련이 초등학생의 친사회적 행동 증진에 미치는 영향 (The effect of empathy training game on the children's prosocial behavior)

  • 김형회
    • 초등상담연구
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    • 제4권1호
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    • pp.263-284
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    • 2005
  • The purpose of this study was to examine the effect of game-centered empathy training on the prosocial behaviors of elementary schoolers in a bid to suggest how their prosocial behaviors could be boosted. The research questions were posed as below: 1. Does game-based empathy training improve the overall empathy of school children? 2. Does game-based empathy training have a better effect on the cognitive empathy of school children or their emotional empathy? 3. Does game-based empathy training enhance the prosocial behaviors of school children? The subjects in this study were 62 children in their fourth year of D elementary school in Eumseong-gun, north Chungcheong province. They were divided into an experimental group and a control group, and a survey was conducted before and after the experimental group under-went empathy training for about six weeks. The instrument used in this study was David(1980)'s Interpersonal Reactivity Index adopted by Park Sung-hee(1996) to suit school children. Another instrument was Park Sung-hee (1997)'s inventory to assess the prosocial behaviors of children. The collected data were analyzed by SPSS 10.0 for Windows program, and reliability analysis and t-test were employed. The findings of the study were as follows: First, as for the effects of the game-based empathy training on the overall empathy of the elementary school youngsters that included both emotional and cognitive empathy, both groups got lower scores in posttest than in pretest. The experiment produced unexpected results, as the experimental group got significantly lower scores. This fact indicated that the game-based empathy training was ineffective. Second, the game-centered empathy training didn't exercise any influences on their cognitive and emotional empathy. The experiment had a reverse impact on the cognitive and emotional empathy of the experimental group, which implied that the training served as a factor to deteriorate the two types of empathy, and the hypothesis posed in this study was rejected. Therefore, which type of empathy could make a better progress by being exposed to the training couldn't definitely be determined. Third, the game-based empathy training didn't serve to Improve the prosocial behaviors of the elementary schoolers. There was no change in the experimental group, and this fact signified that there's something wrong with the attempt to develop school children's empathy to step up their prosocial behaviors. Based on the above-mentioned findings, the following conclusion was reached: First, the game-centered empathy training had no effects on boosting the overall empathy of the school children. Second, the game-centered empathy training couldn't be said to be effective in improving either cognitive empathy or emotional one. From a viewpoint of relativity, that could be said to affect emotional empathy more than cognitive one. Third, the game-based empathy training wasn't effective in improving prosocial behaviors. Rather, that resulted in interrupting the promotion of prosocial behaviors.

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온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로 (Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students)

  • 최병구;왕신위;이재남
    • Journal of Information Technology Applications and Management
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    • 제22권2호
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

유아의 인터넷 게임 중독 경향성에 따른 유아의 공격성과 사회적 기술, 어머니의 또래관계 관리전략과 양육행동의 차이 (Preschoolers' Inclination Toward Internet-game Addictive Based on Aggression and Social Skills, Maternal Management Strategies for Peer Relations and Parenting Behaviors)

  • 정지나;김지현
    • 한국생활과학회지
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    • 제21권6호
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    • pp.1029-1042
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    • 2012
  • The purpose of this study was to explore relationships between preschooler's aggression and social skills, maternal management strategies of peer relations and parenting behaviors and preschoolers' internet-game addictive inclination. Participants included seventy-seven (77) 5 to 6-year-old preschoolers (44 boys, 33 girls) and their mothers. The Aggressive Behavior Scale (Lee & Choi, 2001), the Social Skill Rating Scale (Suh, 2004), the Maternal Parenting Behaviors Scale (Rhu & Lee, 2007) and the Parental Involvement Checklist (Park, 2001) were used in this study. The Internet Game Addiction Scale (Korea Agency for Digital Opportunity and Promotion, 2006) was used to identify higher and lower addictive level of internet-game inclination. Collected data were analyzed by descriptive statistics and t-test. Major findings revealed that preschooler's social skills, maternal management strategies of peer relations and parenting behaviors showed a predictable correlation to preschooler's internet-game addictive inclination.

초등학교 고학년의 스트레스 대처행동이 인터넷게임중독에 미치는 영향: 성별차이를 중심으로 (Effects of Stress Coping Behaviors on Higher Grade Elementary School Students' Internet Game Addiction: Focused on Gender Difference)

  • 주영희;임소희
    • 한국학교보건학회지
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    • 제29권3호
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    • pp.226-234
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    • 2016
  • Purpose: The purpose of this study was to investigate factors predicting internet game addiction in higher grade elementary schoolers according to gender. Methods: The participants were 898 elementary school students who were in 5th and 6th grade. Data were collected via a structured questionnaire from October 1 to November 20 2012 and analyzed using descriptive statistics, $x^2$ test and logistic regression with the SPSS/WIN 23.0 program. Results: The prevalence rate of internet game addiction group was 8.8% (boys 7.1%, girls 1.7%). In terms of gender difference, it was found that girls' stress coping behaviors were more passive than male students (t=-3.27, p=.001). In boys, variables that predicted internet game addiction were aggressive coping, active coping, internet gaming hours per day and academic achievements. In girls, variables that predicted internet game addiction were aggressive coping, close friends and academic achievements. Conclusion: The findings from this study indicate there is a need to develop positive stress-coping behaviors programs and prevent internet game addiction in higher grade elementary school students.

게이머 조직시민행동이 게임 지속사용의도에 미치는 영향: 리니지2 중심으로 (The Influence of the Gamer Organizational Citizenship Behavior on Game Continuance Intention : Based on Lineage2)

  • 안지훈
    • 한국게임학회 논문지
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    • 제15권1호
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    • pp.7-16
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    • 2015
  • 본 실증적 연구의 목적은 게임에서 게이머의 사회적 상호작용을 통해 발현되는 조직시민행동이 게임의 지속 사용의도에 어떠한 영향을 미치는지 알아보고, 게이머의 이타적 행동과 순응적 행동 유도에 대한 학술적, 실무적 시사점을 제공하는 것이다. 이를 위해 조직시민행동 이론을 바탕으로 가설을 설정하였고, 리니지2 게이머 134명을 대상으로 실증 분석을 실시하였다. 분석 결과, 게이머의 조직시민행동인 이타적 행동과 순응적 행동은 게임의 지속 사용의도에 유의미한 영향을 미치는 것으로 나타났다.

게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로 (The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach)

  • 이영글;정희영;김주일
    • 한국컴퓨터게임학회논문지
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    • 제31권4호
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    • pp.91-99
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    • 2018
  • 본 연구는 Deci와 Ryan의 자기결정성이론을 바탕으로 게임사용 동기가 게임행동에 미치는 영향에 대해서 분석하였다. 게임사용 동기는 내재적 동기와 외재적 동기로 구분하였으며, 게임행동은 게임선용과 게임과몰입으로 구분하였다. 분석을 위해 한국콘텐츠진흥원의 2016년 게임 과몰입 실태 조사의 자료 중 3,000명의 성인을 대상으로 실시한 온라인 조사의 자료를 활용하였다. 자료는 잠재변수간의 관계를 알아볼 수 있는 구조방정식모형 분석방법을 통해 분석하였다. 분석은 Mplus 7.4 프로그램을 활용하여 실시하였다. 본 연구의 결과는 다음과 같다. 첫째, 내재적 동기는 게임선용과 정적인 관계가 있었다. 둘째, 외재적 동기는 게임선용과 게임과몰입과 정적인 관계가 있었다. 게임과 몰입과의 관계의 효과크기가 게임선용과의 관계의 효과의 크기보다 세 배 이상 크게 나타났다. 본 연구는 한국사회에 만연한 게임에 대한 부정적인 인식에서 벗어나, 게임으로 인한 긍정적인 결과와 부정적인 결과에 대하여 균형 있는 접근을 시도하였다는 점에서 의의가 있다. 또한 자기결정성이론을 바탕으로 게임사용자와 게임제공자의 긍정적인 게임사용을 촉진하기 위한 시사점을 제시하였다.

중.고등학교 남학생의 전자오락행동과 관련변인간의 관계 (A Relationship Analysis between Video Game Behaviors and Related Variables in Middle and High School Boys)

  • 양남희;홍은실
    • 한국가정과교육학회지
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    • 제12권1호
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    • pp.1-9
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    • 2000
  • The purpose of this study was to analyse the relationship between behaviors of the video game(frequency, time career) and related variables in middle and high school boys. The data were collected using questionnaires from 342 boys. The major results of this study are summarized as follows : (1) A correlation between the frequency and the time of video game was significant. but correlations between the career and the frequency. the time of video game were not significant. (2) The frequency of video game showed significant relationship with place. preference formation, relative preference. and parents involvement. The time of video game showed significant relationships with place. preference formation, relative preference, and cost. The career showed significant relationship with place and cost.

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Analyzing the Evolutionary Stability for Behavior Strategies in Reverse Supply Chain

  • Tomita, Daijiro;Kusukawa, Etsuko
    • Industrial Engineering and Management Systems
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    • 제14권1호
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    • pp.44-57
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    • 2015
  • In recent years, for the purpose of solving the problem regarding environment protection and resource saving, certain measures and policies have been promoted to establish a reverse supply chains (RSCs) with material flows from collection of used products to reuse the recycled parts in production of products. It is necessary to analyze behaviors of RSC members to determine the optimal operation. This paper discusses a RSC with a retailer and a manufacturer and verifies the behavior strategies of RSC members which may change over time in response to changes parameters related to the recycling promotion activity in RSC. A retailer takes two behaviors: cooperation/non-cooperation in recycling promotion activity. A manufacturer takes two behaviors: monitoring/non-monitoring of behaviors of the retailer. Evolutionary game theory combining the evolutionary theory of Darwin with game theory is adopted to clarify analytically evolutionary outcomes driven by a change in each behavior of RSC members over time. The evolutionary stable strategies (ESSs) for RSC members' behaviors are derived by using the replicator dynamics. The analysis numerically demonstrates how parameters of the recycling promotion activity: (i) sale promotion cost, (ii) monitoring cost, (iii) compensation and (iv) penalty cost affect the judgment of ESSs of behaviors of RSC members.