• 제목/요약/키워드: playing

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학령기 아동의 컴퓨터게임 이용 양상과 정신병리 (COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN)

  • 임성후;정성심;박정환;김지혜;홍성도
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제17권1호
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    • pp.19-26
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    • 2006
  • 목 적 : 본 연구는 학령기 아동들의 컴퓨터 게임 이용실태를 조사하고 컴퓨터게임 중독과 관련된 정신병리를 알아보고자 하였다. 방 법 : 서울시 강동구 소재 1개 초등학교 4, 5, 6학년 533명을 대상으로 하여 컴퓨터게임 이용실태에 대한 설문지를 이용하여 일반적인 이용실태를 조사하였고, 인터넷게임중독 척도를 이용해 컴퓨터게임 중독 위험군을 선정하였다. 또한 대상 아동들의 부모에게 아동 청소년행동평가척도(Korean-Child behavior checklist)를 작성하게 하여 이 척도의 하위척도인 사회능력 및 문제행동증후군 척도 점수와 컴퓨터게임 중독과의 상관성을 분석하였다. 결 과 : 응답자의 10.2%는 초등학교에 들어오기 전부터, 67.2%는 초등학교 저학년때 부터 컴퓨터 게임을 시작했으며 주당 게임 하는 일수는 평균 3.66일이었고 하루에 게임 하는 시간은 평균 1.89시간이었다. 컴퓨터 게임을 하는 이유로는 "단순히 재미있어서"라고 응답한 경우가 40.8%로 가장 많았으며 평균 컴퓨터게임중독 점수는 39.95였다. 남학생은 여학생과 비교했을 때 컴퓨터 게임을 시작한 시기, 주당 게임 하는 일수, 하루에 게임 하는 시간, 게임을 하는 이유, 그리고 컴퓨터게임 중독 점수에 있어서 통계적으로 유의미한 차이를 보였다. 컴퓨터게임 중독 척도 점수가 아동 청소년행동평가척도의 하위척도들 중 학업수행, 신체증상, 주의집중문제, 내재화 문제와 통계적으로 유의한 상관관계가 있었으나 로짓회귀분석을 시행했을 때에는 주의집중 문제만이 통계적으로 유의하게 컴퓨터게임 중독 위험군 여부를 예측할 수 있는 변인이었다. 결 론 : 초등학교 고학년 아동들이 어릴 때부터 컴퓨터게임을 접하여 평소 많은 시간 게임을 하고 있다는 것을 알 수 있었으며 여러 관련 변인 중 주의집중력문제가 학령기 아동에서 컴퓨터게임 중독과 유의미한 관련성을 보이고 있었다.

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Do Therapeutic Interventions Exist in Online Games? Effects of Therapeutic Catharsis, Online Game Self-Efficacy, and Life Self-Efficacy on Depression, Loneliness, and Aggression

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • 제14권1호
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    • pp.12-17
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    • 2018
  • This study explored potential therapeutic mechanisms of playing preferred online games as predictors of therapeutic interventions for players' psychosocial factors (i.e., aggression, depression, and loneliness). Based on theories of catharsis, the generic model of psychotherapy, we took a therapeutic approach to integrate these perspectives. We created a path model describing how therapeutic catharsis-seeking, online game self-efficacy, and life self-efficacy were associated with psychosocial factors of aggression, depression, and loneliness, including generalized sub-constructs of each factor as multi-dimensional sources. We analyzed the path model using data of 1,227 online game players in Korea. Our results indicated that therapeutic catharsis-seeking could alleviate aggression via favorite game playing. Life self-efficacy was a primary predictor for alleviating depression and loneliness. However, online game self-efficacy was positively associated with depression and loneliness. Implications of these findings are discussed.

아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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놀이개념으로 접근한 어린이과학관 전시공간 연출에 관한 연구 (A Study on The display of children science museum approaching to playing concept)

  • 최미옥;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 춘계학술발표대회 논문집
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    • pp.81-85
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    • 2004
  • It became new social interest for children to have their own appropriate physical, mental, social environment as one independent identity, In these social atmosphere, new design method and standard of children's residence, education, playing environment which can fill their desire. When home and school are the first places to meet the world and learn, museum and science hall are the representing places to provide education and entertainment, especially to preschoolers, they are the prior education system. it is the most important these science halls to give children potential familiarity of science rather than direct knowledge. Also these places should be stepping stones of the process of intellectual growth as foundation stones for future science education. On this research i will provide a direction to space planning of children's science hall, extended to children' museum studying display producing of playing conception, the necessary element of children's physical, mental, social behavior development process.

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블루레이 디스크 픽업용 초정밀 고개구율 플라스틱 대물렌즈 (Ultra-precision High Numerical Aperture Plastic Objective Lens for Blu-ray Disc Pick-up)

  • 김부태;현동훈;유경선
    • 한국생산제조학회지
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    • 제20권6호
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    • pp.811-816
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    • 2011
  • We develop a plastic object lens for blu-ray disc playing pick-up module as morethan 0.85 numerical aperture in this research. We design plastic object lens for blu-ray disc playing pick-up module's each factor's in balanced and made our designed lens by injection molding. Furthermore, by correction designing in mold-core, we optimization our lens efficiency as world grade; wave front aberration $0.028{\lambda}$. RMS, light axis differential 0.3967arcmin. We can manufacture localized blu-ray disc's pick-up lens's component and by this fact we obtain international competitiveness. The result of this research will be very helpful to develop a single objective lens for 3 different wavelength of laser diodes in playing and recording pick-up module.

AI 연구 플랫폼을 위한 저비용 체스 로봇 설계 (Cost-Effective Design of Autonomous Chess Playing Robot for AI Research Platform)

  • Faraooq, Sehar Shahazad;Khalil, Hafiz M.W.;Arif, Adeel
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2012년도 한국컴퓨터종합학술대회논문집 Vol.39 No.1(B)
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    • pp.447-449
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    • 2012
  • This paper present an intelligent microcontroller based chess playing robot which can play a board game against opponent and calculate its moves in a non-idealized environment. In this work, for the sake of simplicity task is accomplished by using Cartesian coordinate system. Chess playing system has been designed in such a way that it provides an interface between user and robot to control chess movements using RS232. Various algorithms are implemented for interfacing hardware in C++ language. Our main goal is to design a cost effective and highly accurate robot system that consumes minimal power to complete its task.

한국기원 기사 랭킹과 덤에 관한 분석 (Analysis of Korean Baduk rating system and dum)

  • 조성훈;장원철
    • 응용통계연구
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    • 제32권6호
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    • pp.783-794
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    • 2019
  • 현재 한국기원의 기사랭킹제도는 체스 계에서 널리 사용되는 Elo rating system에 기반을 두고 있다. 또한 대국에서 6집반의 덤에도 불구하고 여전히 많은 기사들이 흑을 선호하며 실제로 흑을 든 기사가 높은 승률을 보이고 있다. 이 연구에서는 Bradley-Terry model을 통하여 실제 흑의 효과를 고려한 랭킹을 산출하여 현재 사용되고 있는 Elorating system과 비교 분석한다.

발달장애아동의 놀이치료환경에 관한 공간분석 (An Analytical Study on the Environmental Design of Play Therapy from Children with developmental disability)

  • 리평;이은숙;임경란
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.247-250
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    • 2008
  • As society and culture becomes complicated and diverse, so do the ensuing problems. The symptoms from the stress there was mainly focused on the adult group, however, now, they are shown in children. So the play therapy attracts attention as a way to cure stress. This study is intend to analysis an environment of play therapy space which would play an active role during treatment through the understanding of children's playing behavior. Disable children's playing therapy and pattern should be considered in the playing environmental design, and their feelings also need to be considered. The cozy and relaxed environment is important to children, so that they can have a natural interaction with the environment during the therapies. Output the factor of environment for play therapy and suggest the space of play therapy which fit on it.

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생체 데이터를 활용한 Role-Playing Game (RPG) 개발 (Development of Role-Playing Game (RPG) using biometric data)

  • 한성욱 ;고명진;함범진;최성용
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2023년도 추계학술발표대회
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    • pp.965-966
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    • 2023
  • 본 논문은 사용자의 생체 데이터를 기반으로 하는 Role-Playing Game(RPG)의 개발과정과 특징에 관하여 다룬다. 온라인 게임과 실제 생체데이터를 결합하여 게임 이용을 통한 건강 습관 촉진을 목표로 한다. 사용자의 생체 데이터는 게임 내 캐릭터의 능력치로 환산되며, 게임 플레이를 통해 건강한 생활습관과 운동 동기부여가 이루어진다. 교육과 의료 분야에서의 활용 가능성도 탐색되며, 미래 지향적인 게임의 새로운 방향성을 제시한다.

FPXRF를 이용한 어린이 놀이시설의 페인트 표면 납 농도 평가 (Evaluation of lead concentration on the surface of children's playing equipments using a field portable x-ray fluorescence (FPXRF))

  • 김남수;최승현;조광성;김진호;함정오;안규동;이병국
    • 한국산업보건학회지
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    • 제18권2호
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    • pp.133-140
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    • 2008
  • In order to evaluate the possible environmental lead hazard in children's playground and to test the practicability of field portable x-ray fluorescence(FPXRF) for environmental lead measurement, authors investigated lead concentration of lead-based paint on the surface of children's playing equipments in the playground of 13 apartments using FPXRF at the site in city A, Choongnam province. 93 spots were determined surface lead concentrations 3 times each using a FPXRF. Out of 93 spots, 83 spots (92%) were revealed to have lead in paint and mean concentration was $1.12{\pm}1.76mg/cm^2$. The mean concentration of lead on the surface of playing equipments at the apartments near the main street was $1.20mg/cm^2$ and higher than those at the apartments far away from the main street($0.81mg/cm^2$)(p<0.05). The mean concentration of lead on the surface of playing equipments painted with yellow color was $3.23mg/cm^2$ and the highest among all colors, whereas equipment painted white color was non-detectable. PVC and etc materials for construction of playing equipment showed higher surface lead concentration than other materials. The result suggests that it is necessary to be taken caution of the lead exposure in the playground of apartment and it should be taken any kind of confirmative action to prevent unwanted lead exposure from surface lead source of playing equipment. Authors found that FPXRF was very reliable and useful for field measurement to detect lead on the painted surface.