• Title/Summary/Keyword: social play

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

The effect of group sociality play in sociality of autistic adolescent (집단사회성놀이가 자폐청소년의 사회성에 미치는 효과)

  • Woo, Hee-Soon;Won, Sung-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.98-105
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    • 2016
  • Group play for sociality is a therapeutic method involving a mixture of various factors, such as targeted activities, perceptions, and physical mobility required in daily life, through group activities to encourage self-expression for the purpose of facilitating sociality. This study was conducted in order to verify its effects by applying it to autistic adolescents who lack communicative ability with others and ultimately to improve their interpersonal relationships and sociality. This study applied a single pre- and post-test experiment design to 8 autistic adolescents with lack of sociality who use a daycare center in Daejeon. The group play for sociality program consisted of two sessions a week for 7 weeks from October to December 2013 for a total of 14 sessions. The sociality of the adolescents before and after the intervention was analyzed by the Wilcoxon signed-rank test. As a result of the study, the total grades of the E-CLAC and social maturity test showed significant changes from $39.88{\pm}6.78$ to $47.00{\pm}4.28$ and $49.96{\pm}28.00$ to $61.36{\pm}21.75$, respectively. In detail, there were significant changes in the sub-items, such as adjustment in group, following guidance, and increasing behavioral frequency. In conclusion, it was shown that the combined effect of the group activities, including group play for sociality and play activities taking into consideration the developmental stage of the participants, led to a significant improvement in the sociality of the autistic adolescents.

The Effects of Sensory Integration Intervention on Play in Children With Sensory Modulation Disorder (감각통합치료가 감각조절장애 아동의 놀이에 미치는 효과)

  • Kim, Jin-Mi;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.1
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    • pp.1-12
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    • 2009
  • Objective : This study is to verify effect of a sensory integration (SI) intervention on sensory processing of children with sensory modulation disorder (SMD), and to explore how the SI intervention affect play, socialization, occupational performance and occupational satisfaction of those children. Method : Five children with developmental disabilities living in metropolitan were diagnosed as SMD by the Sensory History Interview (SHI) and Short Sensory Profile (SSP). The SMD children undergone the 48 sessions of 50 min intervention twice in a week for six months and took the Revised Knox Preschool Play Scale(RKPPS), Social maturity test, Canadian Occupational Performance Measure(COPM), and Japanese Sensory Inventory Revised(JSI-2) before- and after the intervention. The result data analyzed by the Wilcoxon matched-pair signed rank test. Results : All data of post-intervention differed significantly; RKPPS(Z=-2.023, p=.043), Social maturity test(Z=-2.023, p=.043); occupational performance(Z=-2.023, p=.043); satisfaction(Z=-2.032, p=.042); and tactile system of JSI-2(Z=-2.032, p=.042). Conclusions : The results advocate that sensory integration intervention is effective in improving tactile processing, play, socialization, occupational performance, and occupational satisfaction of child with SMD. It is found that sensory integration intervention improves not only one's occupational performance but also underlying components of the performance. In order to generalize this conclusion, further studies need to be done with more number of subjects and consideration of environmental factors. Striving for more reliable and valid methods of data collection is also suggested.

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The way and characteristics of Shaman's play (무당굿놀이의 연행방식과 특징)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.193-224
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    • 2019
  • Shaman's play is significant in that it provided public theater for a long time in the theatrical and dramatic history. Unlike upper class who could call entertainer or Korean geisha in the traditional society, the majority of ordinary people could see professional performances through gut. Therefore, the shaman of the traditional society pulled the play which developed in the gut and the outside play into the gut and prepared the performance street for the ordinary people. shaman's play, apart from the religious context, has also functioned as a theatrical performance. Through shaman's play, you can see the process of ritual development into play. Shaman's play is a ritual ritual of expel calamity in an agriculture based society. In Korean consciousness, evil spirits are thought to bring disease or disaster to humans, so they should be good for evil spirits. This is a ritual that goes hand in hand with the Confucian Yeoje and the Buddhist Suryukjae. Most traditional plays, including masque performance, tend to weaken and become stifling after the designation of intangible cultural properties. However, shaman's play is transformed every time it is executed and is given a new meaning. Depending on the ability of the shaman to respond to and accommodate social change, adaptability is excellent depending on the situation in the field. Shaman's play has richness, prevent calamity and playful elements such as imitation of god and sexual connection based on the element of shamanism. In addition, it is necessary to pay attention to the meaning and the direction of Shaman's play because it is differentiated into play including social subject beyond mere magic imitation.

Effects of the Attachment Promotion Therapy Program for the Children with Autistic Spectrum Disorder (자폐장애 아동을 위한 애착증진치료 프로그램의 효과)

  • Im Sook-Bin;Ju Se-Jin;Hong Kang-E M.
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.2
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    • pp.91-97
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    • 2006
  • The effects of the Attachment Promotion Therapy (APT) program for the autistic children were reviewed by 8 papers. The program was consisted with play activity centered mother-child interaction, educational activity for parents, lecture, video-feedback, and support. APT program was effective to improve the attachment behaviors and attachment security. And the mother's behaviors to her child became more child-centered, positively responsive, expressive supportively. Ninety six point seven percent of the mothers were satisfied with the APT program. They described that it was helpful to understand their children's developmental limitation and strength, to learn how to play with their children, to make supportive social network among the mothers, to minimize familial conflicts, and to make them much more comfortable with their children. They thought the APT Program was to be a steppingstone of the further educational program. APT program is an effective early intervention to promote social development and decrease autistic problems.

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The Effects of Leisure Constraints and Leisure Sufficiency of Late Middle-Aged Adults on Their Life Satisfaction (중년후기 성인이 지각하는 여가제약 및 여가충족이 생활만족도에 미치는 영향)

  • Park, Ji-Soo;Park, Kyung-Rhan
    • Korean Journal of Human Ecology
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    • v.18 no.3
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    • pp.689-703
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    • 2009
  • The purpose of this study is to investigate the relationships among 'leisure constraints', 'leisure sufficiency' and 'life satisfaction' perceived by late middle-aged adults. The subjects of this research were 275 adults from 50 to 64. The results are as follows: 1) Among 5 categories of 'leisure constraints', the subjects perceive' financial constraints' as the most important, and in order of importance, 'social constraints', 'physical constraints', and 'familial constraints' followed. 2) Among five 'leisure activities', a factor perceived most sufficiently by middle-aged adults is 'simple relaxation' and followed by 'social activities', 'activities with family'. 'learning activities', and 'play-recreation activities'. 3) The factors influencing life satisfaction perceived by late-middle aged adults are 'religion', 'financial constraints', 'education', 'familial constraints', 'physical constraints', 'learning activities', and 'play-recreation activities'. These 7 factors explain 38.9% of total variation. Also, the 'leisure constraints' has a greater impact on their 'life satisfaction' than on their 'leisure sufficiency'.

Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.120-128
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    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.

The Moderating Effect of Confidence in Appearance in the Relationship Between Expected Value of Appearance Management and Beauty Management Behavior of College Students (대학생의 외모관리 기대가치와 뷰티관리행동 간의 관계에서 외모자신감의 조절효과)

  • Eun-sook Yoo;Yun-young Na
    • Fashion & Textile Research Journal
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    • v.25 no.3
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    • pp.358-365
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    • 2023
  • This study aims to investigate the moderating effect of appearance confidence in the relationship between the expected value of appearance management and beauty management behavior of college students. For data collection, 300 questionnaires were distributed among the students of a 4-year university in Gwangju, Republic of Korea from April 12 to 22, 2022; 273 copies were collected, and 259 copies were used as the final sample. SPSS 21.0 was used to analyze the collected data, and the results were as follows. First, the expected value of appearance management had a positive (+) effect on beauty management behavior. Second, the expected value of appearance management had a statistically significant positive (+) effect on beauty management behavior. Taken together, the results of the study show that the higher the level of social internalization, play and sympathy values, and appearance confidence of the expected value of appearance management, the higher the college students' beauty management behavior. Taken together, the results of the study show that the higher the level of social internalization, play conformity value, and appearance confidence of the expected value of appearance management, the higher the college students' beauty management behavior. This was confirmed to act as a reinforcing mechanism.

The Effects of Young Children's Temperament, Parenting Styles and Teacher-Child Interactions on Peer Interactions (유아의 기질, 부모의 양육방식 및 교사-유아 상호작용이 또래상호작용에 미치는 영향)

  • Lee, Mi Ran
    • Korean Journal of Childcare and Education
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    • v.11 no.5
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    • pp.191-214
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    • 2015
  • The purpose of this study was to investigate variables which have an influence on young children's peer interactions. The data of 966 4-year-old children and their parents and class teachers were extracted from the 5th Panel Study on Korean Children in 2012 by Korea Institute of Child Care and Education. The data were analyzed by means of ANOVA, Pearson's coefficient and multiple regression. The results were as follows: First, boys' play disruption and play disconnection were higher than girls', and girls' play interaction was higher than boys'. Second, sociability and activity of temperament, and teacher-child interaction were related to peer disruption. Third, teacher-child interaction and sociability of temperament significantly affected play interaction. Controlling parenting behavior of the mother was positively related to peer interaction in girls. Fourth, teacher-child interaction, sociability and emotionality of temperament significantly affected play disconnection. Social parenting behavior of the father was negatively related to play disconnection in boys. Lastly, teacher-child interaction was the clearest indicator for young children' peer interactions. These findings suggested a potential role of the teacher in young children's peer interactions.

The Recognition of Expertise According to the Infant Class's Teacher Sensitivity and Efficacy of Teaching Play (영아반 교사의 민감성과 놀이교수효능감에 따른 전문성 인식)

  • Jung, Hyejin;Park, Jaeok
    • Journal of Families and Better Life
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    • v.32 no.5
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    • pp.193-205
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    • 2014
  • The purpose of this research is to gather basic data to make nursery teachers' role clear and to suggest a way to improve their expertise by investigating their sensitivity and expertise. To fulfill this aim, this research was performed by targeting 180 nursery teachers responsible for infant classes in national, public, and private nursery schools. To measure the nursery teachers' sensitivity, Gerber's (2003) teacher sensitivity indicator is used. And to measure the efficacy of teaching play, the indicator, which was developed by E. Shin, Y. Yu and H. Park (2004), was used through modification and complement. Also for measuring the teacher's expertise, research data were collected by the generalized and modified questionnaire which was used in H. Yoon's (2010) research. The results of the analysis of collected data show that the teacher group with higher sensitivity in the infant class shows meaningfully higher professional ethics, higher performance, and higher recognition of expertise than the teacher group with lower sensitivity. And the teacher group with higher awareness of the efficacy of play shows higher professional ethics, higher performance, and higher recognition of expertise than the teacher group with lower sensitivity. too. Also, the results of the analysis of the correlation between the infant teacher's sensitivity, efficacy of teaching play, and recognition of expertise show that the teacher's sensitivity has a static correlation with the total points of social necessity, professional ethics, fairness, teacher's performance, and recognition of expertise. When we generalize the research results, we find that positive sensitivity and higher efficacy of teaching play make the infant class teacher's expertise recognition higher.