• Title/Summary/Keyword: 게이머 인식

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Applying of SOM for Recognition to Tension and Relaxation in a Scrolling-Shooter Game (비행슈팅게임에서 게이머의 긴장이완 상태를 인식하기 위한 SOM의 적용)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Park, Jun-Hyoung;Yeo, Ji-Hye;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.169-172
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    • 2009
  • 본 논문은 SOM을 이용하여 비행슈팅게임을 하는 게이머의 긴장과 이완상태를 학습한다. 학습된 SOM을 이용해 게이머의 새로운 심박데이터가 입력되었을 때 긴장과 이완 상태에서 플레이하는 게이머의 인식을 제안한다. 게이머들은 비행슈팅게임을 플레이하면서 게임 환경들의 패턴들에 익숙해진다. 게이머들은 반복하면서 지루해지면서 자연스럽게 긴장감도 떨어지게 된다. 만약 긴장이완 정도를 알 수 있다면 게이머의 상태에 맞게 게임환경을 조절하여 긴장감을 유지할 수 있을 것이다. 본 연구에서는 비행슈팅게임을 하는 게이머의 심박신호를 이용하여 게이머의 긴장이완상태를 신경망 SOM으로 분류한다. SOM은 주어진 입력패턴에 정확한 답을 정해주지 않고 자기 스스로 학습하여 해답을 찾는 신경망중의 하나이다. 따라서 게이머의 심박신호는 SOM 학습을 통해 게이머의 긴장과 이완상태들을 군집화 할 수 있다. 비행슈팅게임을 20회 반복 플레이하여 SOM으로 게이머의 심박신호를 입력해 본 결과 긴장이완상태를 인식 할 수 있었다.

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The Effect of Force Feedback on Video Gamers' Performance (포스 피드백이 비디오 게이머들의 게임결과에 미치는 영향)

  • Jeong, Wooseob
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.91-98
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    • 2013
  • The purpose of this study is to examine the effect of force feedback on video gamers' performance with two different types of game controllers, and to verify users' consistency on their perceptions of force feedback effect and their actual performances in video games. 42 qualified players' records on a driving video game were analyzed in this study. This study shows 1) the force feedback effect in video games depends on the type of game controllers, 2) there is inconsistency between gamers' perception on the force feedback effect and their actual performances with the force feedback effect, and 3) emotional pleasure (fun factor) plays a big role in gamers' performances.

Study on the Perception Changes of Shut down Policy (셧다운제 정책 효과에 대한 인식 변화 연구)

  • Choi, Seong-Rak;Seo, Sun-Bok
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.69-80
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    • 2014
  • The government enacted shutdown policy in the fall of 2011 to prevent game addition of youth. Now shut down policy has been implemented about 3 years. We surveyed gamers' and non-gamers' perception about shut down system in 3 years. So this article tried to analysis the perception change of gamers and non-gamers about shut down policy. In result of this analysis, the evaluations of shutdown policy has decreased. Both gamer and non-gamer have the thought against the shot down policy. Among 2011-2012, non-gamer's perception on shut down policy had not changed much. But among 2012-2013, non-gamers' perception as well as gamer's perception has changed against shut down policy. This result showed that we should re-consider the effect and necessity of the shut down policy and whether the government should maintain the shut down policy.

An Impact Analysis of Shut down System on the Trust to Government: focus on comparing gamer with non-gamer (셧다운제가 정부신뢰도에 미친 영향 분석: 게이머와 비게이머의 비교 분석을 중심으로)

  • Choi, Seong Rak;Min, Jiae
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.49-60
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    • 2013
  • The government enacted shutdown system in the fall of 2011. It was to secure a right to sleep for the youth and prevent them from being addicted to game. The opinion on the system was dichotomized: gamers were against it for the reason that shutdown system was not effective while non-gamers like parents thought that it was a measure to prevent game addiction. The trust of the public on the government is influenced by the factors of moral and competence. That is, if the policy chosen by the government is effective, the public come to trust their government more. Focusing on the factors of the government competence, this study examined to know how the effectiveness and efficiency of governmental policies have impact on the public trust on the government. Particularly this study looked carefully into what factors of political effectiveness have impact on the trust by group (group with and against the shutdown system). Through this study some implication could be obtained for the difference in trust between two groups.

An Analysis on the Effect of the Korean Moral Values on Fondness for Game Users: Focusing on the Mediating Effect of Generation (한국의 도덕 가치관이 게이머 호감에 미치는 영향에 대한 분석: 세대의 매개효과를 중심으로)

  • Park, Hyun-Ah;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.294-302
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    • 2018
  • The regulation of the game industry by the Korean government is closely related to the specific regulatory behavior from their parents' generation regarding gaming behavior of their children. This is because there exists a gap in terms of digital culture experience between parents and children. This study examined the differences in how moral values affect the awareness or perceptions of the game users. In the results, the norm conformity was found to have a negative influence on the fondness for game users. Age was also shown to have a negative influence on the fondness for the game users. Based on these findings, we also found the mediating effect of age existed specifically with regard to the relation of norm conformity and the fondness for the game users. The results suggest that the game industry promotion policies of Korea should change their existing targets from focusing on everyone to just the elderly.

Study on Gamer Participation 2.0- Focus on Gamers' Communication Mediation (O-S-O-R) Model and Gamers' Communicative Ecology (게이머 참여 2.0 메커니즘 연구-게이머 커뮤니케이션 매개 O-S-O-R 모델과 게이머 커뮤니케이션 생태를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.95-103
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    • 2022
  • This study aims to understand a gamer participatory mechanism by comparing Gamer Participation 1.0(Bartz Liberation War) and Gamer Participation 2.0(Truck Demonstration). The process of gamers' political participation is analyzed by applying the communication-mediated O-S-O-R model with the case of gamers' truck protests caused by probability items' issue. This study found out that changes in the social, technological, and discursive layers that constitute the gamer's communication ecology led to diversification of communication channels and changes in the perception of games. Gamers utilized the technological layer of the media environment that presupposes immediate mutual communication, expressed opinions on issues in the mobilization process, and shared the necessity of participation to derive collective mobilization. Through communication, gamers were able to participate in socio-political issues with high participation thresholds. This study is significant in that it discussed the gamers' democratic citizenship and role as issue publics. The study suggests that the need for theoretical and methodological expansion to analyze various participatory cases.

An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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Gender Differences and Gender Stereotype in Play Style among Young Korean Gamers (한국 남녀 청년 게이머의 플레이 취향과 성차 및 성 고정관념)

  • Song, Doo Heon;Park, Sojin;Yang, Seung Won;Yang, Yunjung;Won, Kyohyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.72-81
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    • 2017
  • There is a common misbelief that female gamers prefers simple cute easy games so that they are incompetent if higher skill level is required or disqualified to be a winning party member in MMORPG. This pink game theories are the results of video game analysis done in US and Europe way before online games and mobile games become popular thus. there are many evidences that such misconceptions do not hold anymore. However, researches on gender game culture and gender preferences have not been seriously conducted since 2007 in Korea. Thus, in this paper, we surveyed 88 male and 151 female gamers from their late teens to 30s and found a gap between behavior and perception due to serious gender stereotypes. Gender differences are still found in several areas, but the degree of differences were weakened or in different direction from 2007. The game design to attract female gamers should understand such gender gaming culture and gender difference.

CONTENT PRISM / 게이머와 게임의 접점 웹사이트 '품질'이 성공 좌우

  • Korea Database Promotion Center
    • Digital Contents
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    • no.4 s.119
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    • pp.80-85
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    • 2003
  • 게임사들에게 웹사이트 품질의 중요성에 대한 인식을 제고시켜 사이트 사용성 개선을 유도하고 비교 분석된 평가결과를 토대로 도출된 성공요인을 활용해 산업에 적용할 수 있도록 하기 위해 한국웹사이트평가개발원(원장 홍일유)에 서는 국내 주요 게임사들의 웹사이트 품질을 고객관점에서 평가하고, 성공요소와 주요 문제점을 분석했다.

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Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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