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논문 기본 정보

자료유형
학술대회자료
저자정보
Maria Hafeez (Hanyang University) Jung-Yong Kim (Hanyang University)
저널정보
대한인간공학회 대한인간공학회 학술대회논문집 대한인간공학회 2014 춘계학술대회
발행연도
2014.5
수록면
129 - 134 (6page)

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초록· 키워드

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Research has indicated that most of the people usually in developed countries spend more time in computer gaming. It has become so popular, that now research is growing to find the effects of game on human nature, outlining the negative consequences of excessive gaming and attached risk factors. Particularly no studies have been performed by taking into consideration the flow and addiction altogether. This paper reviewed studies and comparative evaluation of recent techniques used in detection of addiction and flow in computer game playing. The evaluation indicates that the techniques have their own strengths and weaknesses. The criteria of addiction and flow defined by the psychologists and the studies to develop the indicators have also been considered. But recently some experiments involved the use of EEG (electroencephalography), fMRI (Functional magnetic resonance imaging) and PET (Positron Emission Tomography) for psychophysiological research in this area. Here, different techniques and experimental designs established for studying the flow or enjoyment in games both psychologically and psych physiologically are summed up, and different studies showing the addiction state of mind and the related indicators established up till now. Lastly, it deals with the distinctions and redundancies in this research area to date. The summary and perspective on the various studies discussed in this paper can lead us to develop the rationale to design the experiment to build up the database for future computer gaming that would positively influence computer game players if it is not totally prohibited.

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ABSTRACT
1. Addiction
2. Flow
3. Discussion
References

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