• 제목/요약/키워드: games with a purpose

검색결과 343건 처리시간 0.025초

디지털 게임의 카니발리즘 연구 (A Study on Cannibalism in Digital Game)

  • 이동은
    • 디지털콘텐츠학회 논문지
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    • 제11권1호
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    • pp.65-71
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    • 2010
  • 태생적으로 디지털 게임은 플레이어의 관심과 흥미를 끌고 몰입을 유도하기 위해 한 개 이상의 재미 요소를 포함하고 있다. 재미의 요소로는 경쟁과 퍼즐, 인터랙션과 역할놀이 등 다양하다. 본 논문에서는 디지털 게임의 재미 요소의 본질을 바흐찐의 카니발리즘 이론으로 해석해보고자 한다. 축제와도 같은 디지털 게임을 즐기는 플레이어들은 장소와 지속성에 의해 일상적인 삶과 게임을 구분한다. 또한 게임을 진행하는 동안 죽음과 부활을 반복하면서 재생되는 생명력을 경험하며, 시시각각 변화하는 캐릭터의 모습이나 인터페이스의 전복으로 인해 일상으로부터의 일탈을 경험하며 웃음을 생산해낸다.

A Study on Technology to Counter Copyright Infringement According to NFT Transaction Types

  • Kim, Cheong Ghil
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.187-191
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    • 2021
  • In the digital world, the transactions of assets with intrinsic value can be applied to games, literature, art, and music by issuing NFTs (Non-Fungible Tokens) based on Blockchain; various NFT exchanges are emerging accordingly just like real world asset exchanges. However, there could be an issue of copyright infringement in those NFT transactions. Therefore, this paper has classified the types of copyright infringement that may occur in NFT exchanges and proposes the copyright infringement countermeasures according to them. For this purpose, 10 types of NFT exchange are examined. Eventually, it can be expected that the proposed countermeasures will contribute to the revitalization of the NFT market by providing solutions for those issues.

가족, 학교 및 지역사회 관련요인이 남녀 청소년의 인터넷관련 문제행동에 미치는 영향 (The Influences of Family, School and Community Variables on Students' Internet Behavior Problems)

  • 김영희;서정아
    • 한국지역사회생활과학회지
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    • 제18권1호
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    • pp.63-70
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    • 2007
  • The purpose of this study is to find out how family, school and community variables influence internet behavior problems in adolescents. By focusing on sex differences, this study analyzes female as well as male behavior problems. The data used in this study are gathered from 1,046 middle and high school students in a national sampling. The results are as follows. Internet addiction is the most frequently occurring problem. A chi-square test shows that male students have higher experience rates than female students in obscene chatting and violent games. A series of logistic regressions are performed to blow the relative influence of independent variables controlling for each other. In the case of male students' internet behavior problems, region, communications with their parents, interactions with their close friends, and satisfaction with community facilities are significant variables. Interactions with friends are significant in predicting behavior problems of both female and male students. Suggestions and implications with regard to intervention strategies for adolescents are discussed.

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온라인게임 기반 에듀테인먼트에 관한 태도 연구 (A Study on the Attitude toward Online Game-based Edutainment)

  • 박성택;권혜영;김태웅;장우정
    • 디지털융복합연구
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    • 제10권3호
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    • pp.251-263
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    • 2012
  • 에듀테인먼트는 교육과 놀이가 결합된 엔터테인먼트의 한 유형으로, 컴퓨터 프로그램, 영화, 웹사이트, 멀티미디어 콘텐츠 등과 같이 친숙한 형태에 교육적 메시지나 콘텐츠를 내재하여 시청자를 교육시킨다. 본 연구의 목적은 온라인 게임 기반의 에듀테인먼트에 관한 플레이어 태도에 영행을 미치는 선행요인을 살펴보는 데에 있다. 구체적으로는 태도, 재미, 유용성, 사회적 교류, 도전감, 교육적 스토리 등을 연구변수로 설정하고 온라인 게임 기반의 에듀테인먼트를 해본 경험이 있는 플레이어들을 대상으로 설문조사를 실시하였다. 요인분석 결과 19개의 설문항목이 태도, 재미, 유용성, 사회적 교류, 도전감, 교육적 스토리 등의 6개 요인으로 통합되었으며, 회귀분석 결과 재미, 유용성 및 교육적 스토리가 태도에 직접적이면서 유의한 영향을 미치는 것으로 나타났다. 한편 교육적 스토리는 유용성에 영향을 미치고, 도전감과 사회적 교류도 재미에 유의한 영향을 미치는 것으로 분석되었다. 그 외 통계분석 결과에 대한 시사점도 결론으로 제시되었다.

노인치매예방 스마트폰 앱의 기대효과 및 유용성 (Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention)

  • 김수정;최윤진
    • 산업융합연구
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    • 제17권4호
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    • pp.87-94
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    • 2019
  • 본 연구의 목적은 노인 치매예방을 위해 스마트폰에서 제공되고 있는 치매예방 게임 앱과 치매진단 앱의 이용에 대한 유용성 및 그 기대효과를 예측하는 것이다. 연구방법은 첫째, 치매예방프로그램의 효과성을 검증하기 위하여 사용되고 있는 6개의 치매진단도구를 선정하고 각 진단도구가 검증하고 있는 인지기능영역을 추출하였다. 둘째는 29개의 스마트폰 치매예방 게임 앱과 치매관리 앱을 선정하여 이 앱들을 이용한 이후의 기대효과를 치매진단도구에서 추출된 인지영역과 연계하여 분석하였다. 연구 결과, 스마트폰 치매예방 앱을 이용하여 지속적으로 게임을 하거나 치매관리를 할 경우 특정 영역의 인지기능을 증진함으로써 치매예방 관리에 도움이 될 것으로 기대되었다. 스마트폰 치매예방 앱은 시공간을 초월한 이용의 용이성, 지속적 사용성 그리고 경제성을 통하여 오프라인으로 운영되고 있는 치매예방프로그램의 한계점을 보완함으로써 노인의 인지능력을 증진시키고 치매를 예방하는 데 유용할 것이다.

COVID-19 팬데믹을 경험한 저학년 간호대학생의 스트레스, 사회적 지지가 행복감에 미치는 영향 (Effects of Stress and Social Support on Happiness of Low-Grade Nursing Students Who Experience COVID-19 Pandemic)

  • 임세미;염영란
    • 산업융합연구
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    • 제21권6호
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    • pp.73-80
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    • 2023
  • 본 연구의 목적은 COVID-19 팬데믹을 경험한 저학년 간호대학생의 스트레스와 사회적 지지, 행복감의 관계를 확인하고 행복감에 영향을 미치는 요인을 확인하고자 함이다. 2022년 12월 18일부터 2023년 01월 5일까지 G시 소재 두 개 대학에 재학 중인 간호대학생 1학년과 2학년 195명을 대상으로 하였다. 자료분석은 t-test, ANOVA, Scheffe test, GamesHowell test, Pearson's correlation, multiple regression으로 분석하였다. 행복감은 스트레스(r=-.17, p=.017)와 유의한 음의 상관관계를 나타냈고 사회적 지지(r=.68, p<.001)와는 유의한 양의 상관관계가 있는 것으로 나타났다. 행복감에 대한 영향요인은 사회적 지지(β=.63, p<.001), 학과 만족도(β=-.13, p=.015) 순으로 총 변화량의 49.7%를 설명하였다. 본 연구결과를 토대로 간호대학생의 행복감을 향상시키기 위해서는 사회적 지지와 학과만족도를 높일 수 있는 전략과 프로그램이 필요하다.

간호대학생의 조직사회화에 미치는 영향요인 (Factors Influencing Organizational Socialization of Nursing Students)

  • 임세미;염영란
    • 산업융합연구
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    • 제21권11호
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    • pp.97-105
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    • 2023
  • 본 연구의 목적은 임상실습을 경험한 간호대학생의 감성지능, 셀프리더십, 조직사회화와의 관계를 확인하고 조직사회화에 영향을 미치는 요인을 확인하고자 함이다. 2023년 05월 04일부터 2023년 06월 10일까지 G시 소재 2개 대학에 재학중인 3학년 간호대학생 226명을 대상으로 하였다. 자료분석은 독립표본 t검정, ANOVA, Scheffé test, Games-Howell test, Pearson's correlation, Stepwise multiple regression으로 분석하였다. 조직사회화는 감성지능(r=.61, p<.001), 셀프리더십(r=.64, p<.001)과 유의한 양의 상관관계가 있는 것으로 나타났다. 조직사회화에 대한 영향요인은 셀프리더십(β=.407, p<.001), 감성지능(β=.320, p<.001), 대인관계가 좋을수록(β=.139, p=.004), 종교가 있는 경우(β=.103, p=.030) 순으로 총 변화량의 51.1%를 설명하였다. 본 연구결과를 토대로 간호대학생의 조직사회화를 향상시키기 위해서는 셀프리더십, 감성지능, 대인관계향상 프로그램이 필요할 것으로 보인다.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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내관 지압이 자가 통증 조절을 하는 복강경하 전립선절제술 환자의 오심과 구토에 미치는 효과 (Efficacy of Nei-Guan acupressure on Nausea and Vomiting in Patients undergoing laparoscopic prostatectomy with Intravenous Patient Controlled Analgesia)

  • 신미영;하주영
    • 기본간호학회지
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    • 제21권2호
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    • pp.131-140
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    • 2014
  • Purpose: This study was done to evaluate the efficacy of Nei-Guan acupressure on nausea and vomiting in patients undergoing laparoscopic prostatectomy with intravenous patient controlled analgesia (IV-PCA). Methods: Data were collected between August 13, 2012 and January 31, 2013 at a hospital in Busan. The participants were 45 men, who underwent the surgery laparoscopic prostatectomy, with IV-PCA. Data were analyzed using descriptive statistics, $x^2$-test, repeated measures ANCOVA and Games-Howell test with PASW 18.0. Results: Nei-Guan acupressure had an interaction effect on nausea between group and time (F=5.01, p<.001), group (F=10.80, p<.001), time (F=26.51, p<.001) in laparoscopic prostatectomy with IV-PCA and also an interaction effect on vomiting between group and time (F=2.77, p=.032), group (F=8.89, p=.001), time (F=4.01, p=.022). Conclusion: Results indicate that nei-guan acupressure is a potentially effective therapy for the prevention of nausea and vomiting which occur with IV-PCA. Therefore, if patients complain of nausea and vomiting when receiving IV-PCA, nurses can provide patients with information about nei-guan acupressure and help them with nausea and vomiting.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.25-32
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    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.