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논문 기본 정보

자료유형
학술저널
저자정보
기선경 (인제대학교) 백진경 (인제대학교)
저널정보
한국체육과학회 한국체육과학회지 한국체육과학회지 제26권 제5호 (자연과학 편)
발행연도
2017.10
수록면
1,249 - 1,266 (18page)
DOI
10.35159/kjss.2017.10.26.5.1249

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연구주제
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연구배경
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연구방법
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연구결과
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초록· 키워드

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This study investigated the changes observed in the physical activity of users of the augmented reality game Pokemon GO, which has recently become a prominent issue. The study subjects were 190 Korean male and female adults(normal adult: n=88, athlete group: n=102) aged 19 years or older, who all had experience using Pokemon GO. The Leisure Time Physical Activity Questionnaire by Godin and Shephard(1985) was modified and employed as a measurement tool. The following are the results of the study. The average number of days subjects used Pokemon GO was 24.65 days.
First, the moderate activity time for both men and women in the normal adult group increased after using Pokemon GO compared to before using it, whereas the total time of moderate activity decreased for both men and women in the athlete group. Second, the total time of mild activity increased for both men and women in the normal adult and athlete groups after using Pokemon GO compared to before using it.
In addition, Pokemon GO did not have any significant effect on the time spent on surfing the Internet, and watching TV. Furthermore, it was revealed that the time spent on surfing the Internet was longer when the subjects were younger in age.
This study demonstrated that Pokemon GO significantly increased mild activity. In addition, the game is expected to contribute to preventing certain chronic diseases afflicting modern people who lack physical activity.

목차

Abstract
Ⅰ. 서론
Ⅱ. 연구방법
Ⅲ. 결과
Ⅳ. 논의
Ⅴ. 결론
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