• Title/Summary/Keyword: 게임 밸런싱

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Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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A Study on the Quests of 'Warlords of Draenor' in the Game, World of Warcraft (World of Warcraft '드레노어의 전쟁군주' 퀘스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.105-114
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    • 2016
  • This study analyzed a total of 1,025 quests in the 'Warlords of Draenor' which is the fifth expansion set to the massively multiplayer online role-playing game (MMORPG) World of Warcraft, by dividing them into violent and nonviolent quests. There was a total of 515 nonviolent quests which can be categorized into 46 types and a total of 510 violent quests that can be categorized into 7 types. The balance between violent and nonviolent quests shows that the game makers limited the number of adverse factors that can cause the players to be excessively absorbed in the game while successfully incorporating factors that can have positive effect on game players.

Grid-based Biological Data Mining using Dynamic Load Balancing (동적 로드 밸런싱을 이용한 그리드 기반의 생물학 데이터 마이닝)

  • Ma, Yong-Beom;Kim, Tae-Young;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.81-89
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    • 2010
  • Biological data mining has been noticed as an issue as the volume of biological data is increasing extremely. Grid technology can share and utilize computing data and resources. In this paper, we propose a hybrid system that combines biological data mining with grid technology. Especially, we propose a decision range adjustment algorithm for processing efficiency of biological data mining. We obtain a reliable data mining recognition rate automatically and rapidly through this algorithm. And communication loads and resource allocation are key issues in grid environment because the resources are geographically distributed and interacted with themselves. Therefore, we propose a dynamic load balancing algorithm and apply it to the grid-based biological data mining method. For performance evaluation, we measure average processing time, average communication time, and average resource utilization. Experimental results show that this method provides many advantages in aspects of processing time and cost.

Experimental Studies of Control of a One-wheel Robot by Modifying Design and Control Method (설계 및 제어 개선을 통한 외바퀴 로봇의 제어에 대한 실험적 연구)

  • Park, June Hyung;Ha, Min Soo;Jung, Seul
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.210-217
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    • 2014
  • This paper presents experimental studies on controlling one-wheel robot, GYROBO. The previous one has the problem of falling down because the inside gimbal leans against one direction to make it balancing. This structural problem has been solved by redesigning the system. Gains obtained through experimental tasks are used as a gain scheduling method so that GYROBO is more stabilized. A line trajectory following control task is performed to test the driving control as well.