• Title/Summary/Keyword: 게이머

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

A Study on Factors Influencing the Intention of Playing On-line Games (온라인게임 플레이 의도의 영향요인 연구)

  • Park, Seong-Taek;Kim, Tae-Ung;Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.53-61
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    • 2012
  • This study investigates the determinants of continuous user intention of playing on-line games. Based on the data collected through on-line survey, we find that telepresense and commitment influence on the perceived utility of on-line games which, in turn, has effects on continuous user intention of and information sharing among on-line game players. In addition, the findings support the premise that the method of playing game and challenges influence on commitment, whereas rewards for playing game do not. As another determinant of perceived utility of on-line games, telepresense is found to be guided by diplomatic system and storytelling in on-line games.

An Effect of Using Computer Game in Learning Strategies and the Attainment Degree of Studies (컴퓨터 게임의 이용행태가 학습전략과 학업성취도에 미치는 영향)

  • Shin, Soon-Young;Suk, Chang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.79-89
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    • 2002
  • The purpose of this study is to examine the correlations between the computer game strategies that are to be mastered according to the frequency of using games and the learning strategies, and to make sure of if there is any significant difference in their attainment degrees of studies or not. On the whole, a statistically significant difference was found in the relations between the game strategies and the learning strategies, and the study attainment degrees also showed a statistically significant difference. In other words, the computer game can possibly help students improve their study strategies, accordingly, increase their study attainment extents. In case that students successfully use the computer game, it can make an effective influence on their improving the studying strategies.

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A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object (LOD(Level-of-detail)이용한 3D객체의 동적 계층의 충돌 검사 성능 향상)

  • Lee, Chun-Ho;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.963-968
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    • 2007
  • In this paper introduce Standard 3D object(Bounding-Volume). In 3D game very efficient control algorithm Using collision detection which controls the convenient of a game based on Standard 3D object specially collision-detection. This algorithm is designed LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object.

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Qualitative Study on Sexual Harassment in Digital Games : Applying the Grounded Theory (디지털 게임에서의 성적 괴롭힘 피해 경험에 대한 질적 연구 : 근거이론을 적용하여)

  • Kim, Jee Yeon
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.133-150
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    • 2019
  • The purpose of this study is to explore the contents and process of sexual harassment experience in digital games. We interviewed 12 Female gamers and analyzed their experiences through grounded theory. In the paradigm model, the core phenomenon was psychological confusion and influence. Various causal, contextual and interventional conditions have been identified. The strategies were 'direct and passive action', and 'anger expression'. The consequences were 'decreasing the value of game' and 'negative perception of Korean society and men'.

The remediation strategy of e-sports (e-sports 의 재매개 전략)

  • Lee, Jong-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.713-719
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    • 2007
  • 한 미디어를 다른 미디어에서 표상하는 것을 재매개 remediation (이재현, 2006)라고 한다. 보통 재매개는 원 소스 멀티 유즈 혹은 재목적화 repurposing로 알려져 있다. 한 미디어가 다른 미디어를 통해 표상된다는 사실은 한가지 컨텐츠를 다양한 창구 혹은 채널을 통해 내보냄으로써 해당 컨텐츠의 가치를 극대화한다는 경영학적 의미뿐만 아니라, 미학적 사회학적 의미를 가진다. 특정한 미디어를 통해 보여지는 컨텐츠가 이질적인 다른 미디어를 통해 표상되면, 컨텐츠 뿐만 아니라 표상되는 미디어도 쉽게 인식하게 되면서 미학적 의미를 갖는다. 가령 액자 속에 들어있는 풍경화를 보는 순간, 액자라는 창을 넘어서 그림이 표상하는 풍경을 보려고 하지만, 액자 속의 퐁경화를 텔레비전을 통해 보게 되면, 시청자는 그림을 둘러싼 액자 혹은 그 그림이 위치한 미술관을 인식하기 마련이다. 또한 새롭게 등장하는 미디어와 그 종사자는 기존 미디어 혹은 종사자들의 사회적 지위를 표상하면서 기존 미디어의 지위를 이어받으려고 하면서 사회적 의미를 갖는다. 컴퓨터 게임이라는 미디어가 텔레비전을 통해 방송되는 e-sports는 디지털 컨텐츠의 전형적 재매개의 예가 될 수 있다. e-sports중계는 컴퓨터 게임 화면만을 보여주지 않는다. 게이머의 표정, 게임의 제반 정보를 나타내는 게임 화면의 세부 창들, 관중들의 반응, 해설자의 해설, 리플레이 화면 등을 동시 혹은 선형적으로 보여줌으로써, 시청자로 하여금 끊임없이 컴퓨터 게임이라는 미디어를 인식하게 한다. 또한 e-sports는 이름에서도 드러나듯이, sports의 사회적 지위를 표상한다. e-sports 플레이어들이 선수로 불리고, 이들이 프로 게임단을 조직해 활동한다. e-sports(스타크래프트의 경우)는 상설 경기장에서, 종종 체육관에서 대규모 관중들 앞에서 보여짐으로써 기존 sports 경기를 표상한다. 재매개는 새로운 미디어가 등장하면서 자연스럽게 취하는 전략이다. 새로운 미디어가 쏟아지는 디지털 미디어 시대, e-sports의 재매개 전략을 살펴봄으로써 새로운 미디어가 미학적, 사회적으로 자리잡을 수 있는 함의를 얻을 수 있다.

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A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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