Barriers to playing digital games: Why do some people choose not to play digital games?

S Ha, S Kim - Telematics and Informatics, 2024 - Elsevier
While the global gaming industry has become a significant economic force, surpassing the
film and music industries in market size, it has not achieved the same level of universality as …

The relationship between co-playing and socioemotional status among older-adult game players

S Lee, CK Shi, YY Doh - Entertainment Computing, 2021 - Elsevier
This study aimed to investigate differences in socioemotional status and perceptions of
video games among older adult co-players, solo players, and non-players of video games …

[PDF][PDF] 이기지않아도재미있다: 부모-자녀게임플레이의사회성과행위성, 그리고분투형플레이

강신규 - 한국언론학보, 2023 - journal.comm.or.kr
their children. However, the appearance of the element may vary depending on whether the
competition is structured as a system or between individuals. In the case of parent-child …

Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences

S Lee, CK Shi, YY Doh - Educational Gerontology, 2023 - Taylor & Francis
There is criticism that discussions surrounding games for older populations are mainly
focused on practical approaches to cognitive and physical training. In addition, negative …

Effects of game playing for self-efficacy and social trust

SM Park, WK Jung, GY Noh - Journal of Korea Game Society, 2017 - koreascience.kr
The purpose of this paper is to examine the effects of using online mobile games on self-
efficacy, sociality, and social trust. This paper focuses on the SNS factor (community …

Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework

YY Kim - Journal of Information Technology Applications and …, 2024 - koreascience.kr
In order to verify the factors affecting the acceptance of Serious Games for Healthcare
(SGHs), this study developed a hierarchical model of general and specific benefit and risk …

건강기능성게임의수용에영향을주는요인: 감정가프레임워크관점

김용영 - Journal of Information Technology Applications & …, 2024 - dbpia.co.kr
In order to verify the factors affecting the acceptance of Serious Games for Healthcare
(SGHs), this study developed a hierarchical model of general and specific benefit and risk …

게임이용이자기효능감및사회신뢰에미치는영향

박상민, 정완규, 노기영 - 한국게임학회논문지, 2017 - dbpia.co.kr
본 논문은 온라인 모바일 게임이용이 자기 효능감 (self-efficacy) 및 사회성 (sociality), 사회적
신뢰 (social trust) 에 대해 갖는 효과를 검증하고자 하는 목적에서 쓰여졌다. 본 논문은 모바일 …

부모의양육태도, 부모-자녀간의사소통방식이온라인게임에대한부모의인식에미치는영향

김지연, 도영임 - 한국게임학회논문지, 2015 - dbpia.co.kr
아동, 청소년들의 온라인 게임 이용과 관련된 여러 사회 문제들에 대해 효과적으로 예방,
개입하기 위해서는 핵심 이해 당사자인 부모의 온라인 게임 인식 및 이와 관련된 부모-자녀 …

[PDF][PDF] 청소년, 부모, 친구의게임인식에대한잠재프로파일분석: 게임과몰입, 행동문제차이를중심으로

연은모, 최효식 - 한국산학기술학회논문지, 2022 - kais99.org
요 약 본 연구에서는 청소년이 생각하는 자신, 부모, 친구의 게임 인식, 그리고 부모의 게임
인식에 따라 이질적인특성을 갖는 잠재계층이 존재하는지 확인하고, 잠재계층에 따라 청소년의 …