• 제목/요약/키워드: positive game

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The Change of Accommodative Function by the Direction of Eye Movements During Computer Game (컴퓨터 게임 시 안구운동의 방향에 따른 조절기능의 변화)

  • Kwon, Ki-Il;Woo, Ji Yeon;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.2
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    • pp.177-184
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    • 2012
  • Purpose: In this study, the effect of the eye movement direction on visual function related to accommodation was investigated when playing computer games for a certain period of time. Methods: Total 60 subjects in 20s who had the visual acuity of 1.0 or higher without any ocular disease and accommodative dysfunction were asked to play computer games separately in horizontal and vertical directions for 40 and 90 minutes and then measured their accommodative amplitude, accommodative facility, accommodative lag and relative accommodations. Thevisual function when not doing the computer game was regarded as a control value, and further compared and analyzed. Results: The accommodative amplitude, accommodative facility, accommodative lag and relative accommodations showed the tendency of decrease after the computer game for 40 minutes, and more reduced values of the visual functions were shown when the computer game extended up to 90 minutes except positive relative accommodation. Positive relative accommodation had a tendency to increase slightly after the computer game for 90 minutes. Meanwhile, the change of the visual functions was primarily influenced by the eye movement in horizontal direction rather than by the eye movement in vertical direction during computer game when analyzed by the direction of eye movement. Conclusions: Over all accommodative functions tended to decrease with the extended VDT working time by computer game, and the frequent eye movement in horizontal direction during VDT tasks could be the main cause of eyestrain since the eye movement in horizontal direction rather than vertical direction significantly affected the change of accommodative function.

Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.47-53
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    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.

Exploration of Teacher's Perception and Educational Meaning of Middle School Physical Education Class Using Role-Playing Game (RPG) Format from the Constructivist Perspective (구성주의 관점에서 롤플레잉게임(RPG) 형식을 활용한 중학교 체육수업의 교사 인식과 교육적 의미 탐색)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.47-56
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    • 2023
  • The purpose of this study was to explore educational awareness and meaning by applying an role-playing game (RPG) type class based on constructivism in physical education class in middle school. Regarding the research method, data collection was conducted through in-depth interviews, observations, and related documents, and data analysis was performed using case record analysis, inductive category analysis method, and case extraction process. Results of the study First, in terms of teachers' perceptions, there are both positive and negative aspects of teachers' perceptions of middle school physical education classes using the role-playing game (RPG) format. Second, in terms of educational meaning, the educational meaning of middle school physical education classes using the role-playing game (RPG) format emphasizes the need for a systematic lesson plan and sufficient support system. In conclusion, positive attitudes toward physical education as well as educational implications can be formed, and the basic foundation of the constructivist physical education class method and its preparation are thought to be of greater significance than anything else.

Factors Affecting User Satisfaction of Mobile Social Network Games: Focusing on the Quality and Self-determination (모바일 소셜 네트워크 게임 이용만족에 영향을 미치는 요인: 품질과 자기결정성 요인을 중심으로)

  • Youm, Dong-sup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.459-467
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    • 2016
  • This study was conducted to evaluate and identify what factors influence the satisfaction of the users for the fast-growing social network game based on the mobile. To this end, we looked around the variable product characteristic factor, quality and the consumer characteristic factor, user self-determination. Also we surveyed 211 male and female college students. The first finding was that all the sub-factors of the quality factor had positive effects on the satisfaction of the mobile social network games. The second finding was that all the sub-factors of the self-determination factor had positive effects on the satisfaction of the mobile social network games. The third finding was that only the sub-factors of quality had positive relative effects on the satisfaction of the mobile social network games, in the order of playfulness, usability, functionality from the most to the least. The findings of this study are expected to offer meaningful and practical suggestions for the development of high quality game contents for the user convenience, as well as the academic significance, the expansion of game-related area of research through the break from the traditional research trends, technology and engineering point of view and from the PC-based online game.

Application of Serious Games for Effective Construction Safety Training (건설안전교육 효율성 향상을 위한 기능성게임 적용에 대한 연구)

  • Son, JeongWook;Shin, Seung-Woo;Yi, June-Seong
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.1
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    • pp.20-27
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    • 2014
  • Construction safety training has mostly relied on one-way transference of instructors' knowledge to trainees through traditional media such as textbooks and lecture slides. However, safety knowledge could be more effectively acquired in experiential situations. The authors proposed a serious game to provide a comprehensive safety training environment. Trainees who assume the roles of safety inspectors in the game explore a virtual construction site to identify potential hazards and learn from the contents of feedback created by the game as a result of trainees' input. The paper reports details of the game design and development process. The test results indicated that trainees were motivated to refresh their safety knowledge, increased their learning interests, and enjoyed the learning process. In addition, trainees showed positive attitudes towards using the game scoring as a way of evaluating their safety knowledge. The test results encouraged the continuous development of the game.

Effects of Adolescents' Game Addiction on Depression: Moderating Effect of Self-control (청소년의 온라인 게임 중독이 우울증에 미치는 영향: 자기통제의 조절효과 검증)

  • Kim, Song-Hee;Hwang, Sun-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.383-391
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    • 2020
  • The purpose of this study was to identify the moderating effect of self-control in the relationship between online game addiction and depression among adolescents exposed to the online game environment. A total of 378 respondents who are high school students in K Metropolitan City were selected for the current study. The process macro program developed by Andrew F. Hayes was used to analyze for the moderating effect and the SPSS 25.0 program was used for frequency, descriptive statistics, and correlation analysis. The results showed that online game addiction in adolescents had a significant positive effect on depression and self-control had a negative effect on depression, and self-control had a moderating effect on the relationship between online game addiction and depression in adolescents. The higher the online game addiction among adolescents, the higher the depression, and the influence depends on the level of self-control.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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Knowledge Ecological Approach to Emergence of Korean Online-game Industry (한국 온라인게임 산업 부상의 지식생태계적 접근)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.79-91
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    • 2011
  • This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.

A study on determinants of flow status in smoking simulation game (흡연시뮬레이션 게임에서 몰입 결정요인에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.165-174
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    • 2017
  • This research was conducted to find out determinant variables which can influence the degree of flow in smoking simulation game. We set up flow experience as a dependent variable. Several factors including empathy, health concern, and brainwave(${\alpha}$, ${\beta}$) EEG(Electroencephalogram) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, empathy, health consciousness, and ${\beta}$ wave had positive influences on flow in smoking simulation game but ${\alpha}$ wave had negative effect. This research empirically analyzed users' experience and neurophysiological changes which can influence on flow in serious game and contributed to theoretical and methodological development in health-related game research.