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        검색결과 5

        1.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recent studies have shown that during the playing of violent online games, it is not increased aggression but rather alleviation in aggression that is critical in determining whether playing gaming has positive outcomes on the venting of aggression. Drawing from the aggression catharsis perspective and gaming research, we extend this line of investigation by exploring whether gaming results in a decrease in aggression, across a wide variety of games. Using data from a survey of 771 online game users in Korea, we examined the associations among Therapeutic Catharsis Seeking, Game Self-Efficacy, Big Five Personality Traits, Game genre (violent or nonviolent), Daily online gaming time, and Demographic variables. Results showed that therapeutic catharsis seeking and game self-efficacy decreased user aggression. Neuroticism negatively affected aggression while agreeableness enhanced the degree of aggression regardless of game genre. These findings have important implications for the use of gaming as a mood management tool.
        4,000원
        2.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Although many theoretical and empirical studies consider violent games, general causality between violent games and aggression or violence is ambiguity. To overcome such limitations, we try to identify the focal points of violent games. This study aims to explore the critical debate about violent games from research result in terms of heading in opposite directions. Furthermore, we analyzed the discourse of the violent game based on catharsis theory and cognitive neoassociation theory. Catharsis theory predicts that 'venting' aggression through exposure to violence will reduce the risk of later aggressive behavior. On the contrary, cognitive neoassociation theory posits that aversive events produce negative affect such as aggression. Several recent studies found little evidence for a relationship between violent games and aggression or violence. Given that aggression is not negative, it is reasonable to study the potential benefits of violent games. Therefore, we suggested several ways to application the violent games based on prior literature.
        4,200원
        3.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper aims to introduce an overall game application as an effective tool for various corporation-related purposes. This work lies in the communication and sharing frameworks: Serious games, Advergames, Gamifications. We first discussed on the serious games, advergames, and gamification for both employee and customer based on previous literature review. Second, we synthesized the key features of game applications benefits that make them promising to be used for corporation purposes. All three of them, it will be efficient not only corporation (employee training & education, advertising & marketing) but also customer (information delivery capability, communication & feedback control etc). Moreover, various game-related factors are more effective means rather than antecedents of other media such as Internet and TV. Overall, game applications play a significant role in influencing the intention to corporation’s goals. Finally, implications of applications benefits for corporation purposes and future direction for research in this area are discussed.
        4,200원
        4.
        2014.06 구독 인증기관 무료, 개인회원 유료
        Background and Purpose: The Ankle-Brachial Index (ABI) is the ratio of blood pressure in the lower legs to that in the arms. The intima-media thickness (IMT) of extracranial carotid arteries determined by B-mode ultrasound is a measurable index of the presence of atherosclerosis. A low ABI and a high carotid IMT are independently related to increased risk of cardiovascular events. This study examined the association between carotid IMT and ABI in patients with ischemic stroke. Materials and Methods: Retrospectively, 116 hospitalized patients with ischemic stroke were recruited. Using a pulse wave velocity ABI device along with carotid duplex sonography, we measured carotid IMT and ABI and investigated the correlation between average values. Results: There was a significant difference in carotid IMT between the normal and abnormal ABI groups (P=0.0262). The group with an abnormal ABI was more than five times as likely to have increased carotid IMT as the group with a normal ABI (age, sex-adjusted OR 5.67 (95% CI 1.85~17.38)). The ABI and carotid IMT showed a weak inverse linear correlation in patients with ischemic stroke (correlation coefficient −0.378 after adjusting for age and sex). Conclusion: Our study suggests that an abnormal ABI is associated with a high carotid IMT in patients with ischemic stroke.
        3,000원
        5.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we proposed some direction to effective development of gamification. To achieve this purpose, we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145 cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Results showed that the successful cases(n=32) applied more features of game mechanics and game dynamics in various ways. Through this, we tried to build up categorization of gamification, the major applications of gamification can be converged into five primary areas: public policy, medical welfare, education, environmental protection and corporation. Finally, we discussed about implications of using gamification for future direction.
        4,200원