• Title/Summary/Keyword: video and computer game usage

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A Study of Video and Computer Game Usage and Attitudes among Children (아동의 전자게임 사용 실태)

  • 공인숙
    • Journal of Families and Better Life
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    • v.20 no.3
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

A study of virtual human production methods: Focusing on video contents

  • Kim, Kwang Jib
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.23-36
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    • 2024
  • Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.

Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character (판타지 온라인 게임의 캐릭터에 관한 초현실주의의 표현 특징 분석)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.3-12
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    • 2005
  • Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.

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Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.