• Title/Summary/Keyword: play behavior

Search Result 1,001, Processing Time 0.025 seconds

An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
    • /
    • v.13 no.6 s.59
    • /
    • pp.919-933
    • /
    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

  • PDF

Effects of Social-Emotional Competence Program Utilizing Group Play Therapy for Young Children on Prosociality, Teacher-Child Relation and Peer Competence (집단놀이치료를 활용한 유아 사회정서적 유능감 프로그램이 친사회성, 유아-교사관계 및 또래유능감에 미치는 효과)

  • Ha, Young-Rye
    • Korean Journal of Child Studies
    • /
    • v.30 no.5
    • /
    • pp.57-72
    • /
    • 2009
  • The purpose of the present investigation was to analyze the effects of a social-emotional competence program utilizing group play therapy in promoting young children's prosociality, teacher-child relations and peer competence. The subjects were 90 five-year-old kindergarten children. The experimental treatment was performed in 14 sessions for 7 weeks. Instruments were the Prosocial Behavior Scale for Young Children (2003), Student-Teacher Relationship Scale (2004), and Iowa Social Competence Scales (1997). Data was analyzed by ANCOVA. Results were that the experiment group showed significantly higher social competence scores than the comparison and control groups. Conclusions were that a social-emotional competence program utilizing group play therapy can be effective in enhancing young children's improvement of prosociality, teacher-child relations, and peer competence.

  • PDF

The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory (게이머 특성이 창발적 파티 플레이에 미치는 영향 - 조직시민행동 이론을 중심으로 -)

  • Ahn, Ji Hoon;Choi, Chris Seoyun
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.7-16
    • /
    • 2014
  • This empirical study is to investigate the influence of MMORPG player's social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers' altruistic concern and organizational adaptation in MMORPG.

The Analysis of the Type and Characteristics of Playable Furniture for Preschool Children (미취학 아동의 놀이가구 유형 및 특성 분석)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.5
    • /
    • pp.189-199
    • /
    • 2012
  • The interest and expenditure for children is increasing than in the past because the number of nuclear family is growing, the children's space is configured independently in most homes from infancy, therefore, the market of children's furniture is expanding in spite of the reduction in the population of children. There are not many products considering age, gender, and play behavior in children's furniture market in Korea. The bed, desk, chair, and closet for children under 2 years hold a large majority of children's furniture, there are not a lot of preschool children's furniture for the children aged 4 to 7. As the children aged 4 to 7 experience physical, emotional, and cognitive growth at the same time, the space configuration and furniture choice for these children is educationally very important. Therefore, in this study, we present the importance and necessity of playable furniture to promote the physical, social, emotional, linguistic, and cognitive development of the children aged 4 to 7 among preschool children. We found the concept and basic condition of playable furniture to collect the base data for developing playable furniture and provided the basic data for the development of an ideal playable furniture by comparing and analyzing the cases of 157 items of 14 domestic playable furniture companies and 365 items of 30 overseas in aspect of play functions, forms, materials and colors.

  • PDF

Analysis on the Influence of Player's Social Factors on Game Play (개인의 사회적 요소들이 게임 수행에 미치는 영향 분석)

  • Choi, Seong-Rak;Park, Junhwi
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.4
    • /
    • pp.613-621
    • /
    • 2018
  • This study analyzes the influence of player's social factors on their game play. By conducting a survey of 1,000 general public in Korea, this study aims to understand how game player's social factors influence on their game play behavior: whether they play a game or not, how long they play, and how frequent they play. The survey result suggests that there are some relations between player's social factors and their game play behaviour. The personal factors such as sex, age, monthly income level are seen to have influence on the length and frequency of their game play. Players' the social factors such as social status, social activity participation level and confidence level also have influence over their game play behaviours as well. And the influences are seen to be different depending on whether it's on online game or mobile game.

Prediction of Post-cracking Behavior of Synthetic Fiber Reinforced Concrete Beams (합성섬유 보강 콘크리트 보의 후균열 거동 예측에 관한 연구)

  • 오병환;김지철;박대균;한일영;김방래;유홍종
    • Proceedings of the Korea Concrete Institute Conference
    • /
    • 2002.05a
    • /
    • pp.587-592
    • /
    • 2002
  • Fiber reinforced concrete has been used for tunnel lining and rehabilitation of old structures. Recently, structural synthetic fiber was developed to overcome the corrosive properties of steel fibers. Fibers play a role to increase the tensile and cracking resistance of concrete structures. The Post cracking behavior must be clarified to predict cracking resistance of fiber reinforced concrete. The purpose of the present study is to develop a realistic analysis method for post cracking behavior of synthetic fiber reinforced concrete members.

  • PDF

Goal and Strategy in the Social Problem Solving Behavior of Children (유아의 사회적 문제해결 행동 목적과 전략에 관한 연구)

  • Ryu, Chill Sun
    • Korean Journal of Child Studies
    • /
    • v.15 no.2
    • /
    • pp.141-152
    • /
    • 1994
  • The purpose of this study was to investigate the goal and strategy differences in the Social Problem Solving (SPS) according to ages and interaction targets of children. The subjects were 48 children between the ages of 3, 4 and 5 years. Their SPS behavior was observed as it occurred naturally in free play interactions. The data were analysed by one-way ANOVA, Duncan's multiple range, repeated measures, and t-test. The results showed that there were significant goal and strategy differences in SPS behavior according to age and interaction targets of children.

  • PDF

Finite Element Analysis of Contact Pressure Behavior in Compression Ring-Oil Film (압축링-유막간의 접촉압력 거동에 관한 유한요소해석)

  • 김청균;김한구;한동철
    • Tribology and Lubricants
    • /
    • v.11 no.4
    • /
    • pp.53-57
    • /
    • 1995
  • The contact pressure behavior is examined by means of a finite element analysis. The oil film between the piston ring and cylinder liner is analyzed on the basis that it behaves like a polymer material. The calculated results indicate that a shape of sloping edge with a straight line, which is designated as a Model III, shows a good performance on the contact pressure behavior for the increased speed. Obviously, the ring face profiles play an important role on the contact pressure between compression ring and oil film.

What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • Lee, Bo-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2017.04a
    • /
    • pp.51-51
    • /
    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

  • PDF

A Study on the Residents' Use and Behavior of the Outdoor Space in Multi-Family Housing (공동주택 거주자의 옥외공간 이용실태에 관한 연구)

  • 이영호
    • Journal of the Korean housing association
    • /
    • v.10 no.2
    • /
    • pp.259-268
    • /
    • 1999
  • This study aims to recognize the importance of the outdoor environment for the improvement in the residents' quality of life and analyze residents' outdoor behavior(physical and psychological) pattern in terms of relation to outdoor environment in Multi-Housing Complexes. Our survey was performed to the residents of 6 Multi-Housing Complexes located in Pusan, and analyzed residents' consciousness, use and evaluation in relation to outdoor space according to the characteristics of the Multi-Housing Complexes. The results are as follows: l. The outdoor space is classified into resting space, green space, parking space, play space and sport space. Most of residents recognize that green space and parking space are the most important of the outdoor space. 2. Mainly, wives use for stroll and talk, husbands use for sports and stroll, and children use for sports and play. 3. The parking space is the highest score and sport space is the lowest score according to the residents' evaluation of the outdoor space, and yet sport space must be considered in planning of outdoor space because the residents' needs are high.

  • PDF