• Title/Summary/Keyword: social play

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A Comparison of Assessment of Child Friendly Cities by Parents and Child Service Providers in Selected Local Government (아동친화적인 지역사회에 대한 부모와 아동관계자의 인식 비교 - A기초자치단체를 중심으로-)

  • Kim, Jin-Sook
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.49-60
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    • 2017
  • The purpose of this study was to examine the recognition of the Children's Rights Guarantees among parents and child service providers in a local community, and to explore ways to organize Child Friendly Cities. To this end, I analyzed survey data collected from a municipality based in Seoul, Korea, and discovered certain differences in recognitions of play and leisure, citizen and participation, safety and protection, health and social service, education, and housing. Among the six categories, the parents and child service providers recognized that education and housing were relatively well guaranteed whereas citizen and participation was less secure. Child service providers were more negative in the physical environment for building child-friendly community, while parents were more negative about the institutional / cultural environment, such as participation rights. Based on these findings, I suggested the following: First, the physical environment should refer to the standards of child welfare officers, and the institutional and cultural environment should refer to the parents' standards. Second, the participation of parents and child service providers as well as children should be expanded in the community decision-making process.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

Research on Sentiment Analysis in Social Media App Reviews: Focusing on Instagram (소셜 미디어 앱 리뷰에서의 감성 분석 연구: 인스타그램 중심으로)

  • Wen-Qi Li;Yu-Hang Wu
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.69-80
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    • 2024
  • This study aimed to gain valuable insights into the performance and user satisfaction of applications (apps) through a thorough analysis of Instagram user reviews collected from Google Play. The study utilized text mining and sentiment analysis techniques and systematically identified emotions and opinions embedded in user reviews to deeply understand the areas of improvement and user experiences of the app. It analyzes how Instagram reviews reflect the diverse experiences of users and how they reveal the strengths and weaknesses of the app. For this purpose, sentiment analysis using the naive Bayes algorithm was conducted, and the results were expected to aid in the improvement of Instagram's services. In addition, the study aimed to assist developers in better understanding and utilizing user feedback, ultimately contributing to enhanced user satisfaction. This study explored the complex relationship between social media usage patterns and user opinions by seeking ways to provide a better user experience through these insights.

The Uncinate Fasciculus Sub-Tract Connecting Face-Specific Regions in Patients with Social Anxiety Disorder : A Preliminary Study (사회불안장애 환자의 얼굴 관련 영역을 잇는 갈고리다발 하부경로 : 예비연구)

  • Kang, Bongsuk;Lee, YoonJi Irene;Lee, Jae-Yeon;Choi, Soo-Hee
    • Anxiety and mood
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    • v.16 no.2
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    • pp.106-112
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    • 2020
  • Objective : Social anxiety disorder (SAD) is characterized by fear of social threat and exhibits limbic hyper-reactivity toward social stimuli such as emotional faces. A previous study identified the uncinate fasciculus (UF) sub-tract as particularly related to facial memory. To explore the white matter tract relating to face-specific brain regions, we investigated the UF sub-tract in SAD. Methods : The diffusion tensor images of 22 patients with SAD and 20 healthy controls were analyzed with tractography. The UF sub-tract was delineated using the regions of interest of face patches in the anterior temporal lobe and the orbitofrontal cortex, and fractional anisotrophy (FA) and total number of streamlines (ST) were analyzed. We examined the group comparison of FA and ST of the UF sub-tract and correlations of FA and ST with the social anxiety symptoms such as the Liebowitz Social Anxiety Scale (LSAS), the Social Interaction Anxiety Scale (SIAS), the Social Phobia Scale (SPS) and the Fear of Negative Evaluation scale (FNE) in SAD. Results : There were no group differences in FA and ST of the UF sub-tract. However, negative correlations were observed between ST of the right UF sub-tract and severity of social anxiety symptoms (LSAS, rs=-0.480, p=0.024; SIAS, rs=-0.580, p=0.005; SPS, rs=-0.590, p=0.004; FNE, rs=-0.675, p=0.001) in patients with SAD. Conclusion : Although patients with SAD did not show quantitative abnormalities in the UF sub-tact connecting face-specific brain regions, this structure seems to play a role in the symptom severity of SAD.

Factors Influencing Emotion Sharing Intention Among Couple-fans of Movie and TV Drama on Social Media : The Case of China

  • Wu Dan;Tumennast Erdenebold
    • Asia-Pacific Journal of Business
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    • v.15 no.2
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    • pp.1-22
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    • 2024
  • Purpose - The Chinese fan community includes a significant number of young and middle-aged individuals, playing a crucial role in emotional mobilization and social engagement. In recent years, the impact of Celebrity Pairing or Character Pairing (CP) on Weibo has grown notably, partly due to features like Super Topics and Hot Searches. This phenomenon has enhanced fan engagement, resulting in heightened participation in discussions and interactions on the platform. Our study targets CP fans of movies and television dramas on Weibo and aims to identify the factors that drive their emotional sharing. Design/methodology/approach - The research methodology integrates Self-Determination Theory and Social Sharing of Emotion Theory within the EASI (Emotion, Attachment, and Social Integration) model. This approach aims to uncover how CP fans meet their emotional needs via social media and determine the factors influencing their sharing intentions and behaviours. Data were collected through online surveys, yielding 504 valid responses Findings - The analysis, performed with SPSS and Smart PLS software, reveals that self-determination, interpersonal relationships, and social media tolerance significantly affect fans' intentions to share content. Specifically, intrinsic motivation, driven by self-determination, is a critical factor in CP fans' propensity to share content, highlighting the importance of 'inward socialization.' Additionally, the study finds that external factors, like the social media environment, play a more minor role than internal motivators. Research implications or Originality - This research enhances quantitative research methodologies by identifying intrinsic and extrinsic motivations that satisfy the emotional needs of CP fans. It distinguishes between individual, interpersonal, and collective/social factors as motivational elements, providing insights into the emotional and psychological needs of the Chinese movie and TV drama fan community.

An Empirical Study for Testing the Effect of Game Contents and Brand-related Factors upon the Players' Intention to Play on-line Games : China Experiences (중국 온라인 게임의 컨텐츠와 브랜드관련 요인이 향후 이용의도에 미치는 영향에 관한 실증적 연구)

  • Eum, Myung-Yong;Jung, Jai-Jin;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.23
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    • pp.3-38
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    • 2004
  • On-line game business has emerged as the most lucrative entertainment industry, with over 4 million players in China, with more than 45% of the market dominated by Korean on-line games. While the interactive entertainment market continues to expand, with many new Korean on-line game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions (i.e., intention to play, brand-identity, word of mouth, flow, etc.) in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intention to play, social norms, word of mouth, flow, and the impacts of several other key game-related constructs. A conceptual framework is proposed and a simultaneous equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' intention to play for on-line games. Based on data collected from on-line questionnaire survey in China, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the game-related constructs. It is hoped that this result might provide the useful guidelines for developing the successful on-line game contents. With better understanding of the players' behavioral intentions, Korean on-line game developers should be able to penetrate the China market with sustainable advantage over their competition.

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The Clinical Effect of Sandplay Therapy on Adolescent Behavior and Emotion - Through Minesota Multiphasic Personality Inventory (모래놀이치료가 청소년의 행동, 정서에 미치는 임상효과 - 다면적 인성검사를 중심으로)

  • An, Un Kyoung;Kwak, Hyeon Jeong;Kim, Jong Woo;Lim, Myung Ho
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.257-265
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    • 2017
  • The sand play therapy showed a clinical treatment effect to such children with lots of problem behaviors at the previous studies. This study aimed to evaluate the clinical effect to emotional and behavioral problems with 20 adolescents after 10 weeks group sand play therapy. After sand play therapy, the subjects showed a significant effect such that the MMPI depression scale score, somatic symptoms complaints, social discomfort, psychomotor retardation, somatic dysfunction, affection desire, bizarre sensation experience, shyness/self-consciousness were decreased from baseline to 10 weeks of the study. We suspected that the sand play caused to clinical effect to physical problems as well as emotional problems of the adolescents with school maladaptation.

A study on the dual characteristics play of Pokémon game (<포켓몬스터>게임 플레이의 이중적 특성 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.63-70
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    • 2017
  • It has been a year since the $Pok{\acute{e}}monGo$ has been released. Over the past year, the $Pok{\acute{e}}monGo$ have become a social phenomenon. This study analyzes the dual characteristics play of the original $Pok{\acute{e}}mon$ game. The Pocket Monster game, which has both casual and hardcore capabilities, has a broader player base and enjoys popularity for 20 years, satisfying the requirement of easy and convenient access, which is an advantage of casual games. In addition, the rating battle system of $Pok{\acute{e}}mon$ game turns casual play into hardcore play. In this paper, we analyze the dual play characteristics of longevity games such as Pocket Monsters, and propose strategies and directions for game development that can survive long term in the competitive game market.

To Reduce Problem Behaviors of Children with Developmental Disabilities Group Play Therapy Case Study-Focusing on the Daytime Protection Center Users with Disabilities (발달장애아동의 문제행동감소를 위한 집단놀이치료 효과에 대한 연구 -장애인 주간보호센터 이용자를 중심으로)

  • Shin, Jun-Ok
    • Journal of Convergence for Information Technology
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    • v.10 no.3
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    • pp.176-184
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    • 2020
  • The purpose of this study was to investigate whether group play therapy is effective in reducing problem behaviors of children with developmental disabilities. The subjects of study were in special schools and 5 children with disabilities using short-term care centers for the disabled, The research period was 12 sessions of 40 minutes twice a week using winter vacation from January 2, 2018 to January 28, The measuring tool, K-CBCL, was used to observe behavioral changes qualitatively. The summary of this study is as follows. First, children with disabilities significantly reduced their aggressiveness, atrophy, depression, and anxiety, and increased their activity during each session. Second, problem behaviors decreased after the intervention of group play therapy, and there were more decreases in internalization problems than externalization problems. The results of this study suggest that group play therapy is meaningful in reducing problem behavior according to the individual characteristics of children with disabilities.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.