• Title/Summary/Keyword: 게임 이용 행동

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A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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Comparison between SNS Addiction and Gaming Addiction-Based on the Problem Behavior Theory (문제행동이론을 기반으로 한 SNS 중독과 게임 중독의 비교)

  • DongBack Seo;SeongJae Kim
    • Information Systems Review
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    • v.19 no.1
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    • pp.25-48
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    • 2017
  • As the number of Internet users has increased, the uses of social networking sites (SNSs) and online games have become universal activities across gender and ages. The extensive distribution and the usage of the Internet are beneficial to our society, but its adverse effects, such as Internet addiction, which refers to uncontrollable excessive Internet use, are becoming prevalent. Relevant social costs are also becoming troublesome. SNS and gaming addictions have negative effects on one's life, causing significant social problems. To illustrate different facets of these addictions, Problem Behavior Theory is adopted in the study. How self-esteem and perceived family environment affect SNS addiction and gaming addiction is addressed. The main subjects are Korean university students in their 20s who use SNS and play online games. The relationship between SNS addiction and gaming addiction is also addressed.

Interactive rope skipping game for early child (유아를 위한 체감형 줄넘기 게임 개발)

  • Won, Hye-min;Lee, Kyoung-Mi
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.58-60
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    • 2010
  • 지금까지 유아 대상의 체감형 게임을 개발하려는 여러 시도가 있었으나 사용자의 행동체계가 완성되었다는 가정하에 만들어져 정형화된 동작을 하지 않고 자유롭게 움직이는 유아의 동작을 인식하는데 부족하다는 문제점을 가지고 있었다. 또 유아의 감성에 맞춘 콘텐츠나 디자인을 이용하기 보다는 성인의 감각에 맞추어 개발된 것들이 많았다. 본 논문에서는 유아를 위한 체감형 줄넘기 게임 개발과정을 소개함으로써 유아의 동작 특징을 활용한 체감형 게임 개발에 필요한 요소들을 제안하려한다.

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An Exploratory Study on Success Model for Smart-Phone Game Applications According to Users' Cultural Difference: Focusing on Uncertainty Avoidance and Power Distance (스마트폰 게임 애플리케이션 환경에서 불확실성 회피성향과 권력거리 문화적 성향에 따른 품질 결정 요인에 대한 연구)

  • Choi, Hun;Choi, YooJung
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.62-70
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    • 2013
  • This study proposes smart-phone game applications success model based on mobile internet success model and investigates the effects of cultural propensities especially, uncertainty avoidance and power distance at the individual level. To achieve our research purposes, the study conducted survey in Korea and a total of 221 people participated in the survey. We classified user types by cultural difference as a moderating variable. User's cultural propensity classified two groups: high uncertainty avoidance and high power distance, low uncertainty avoidance and low power distance. This study results reveal that the impact of quality factors on user satisfaction have difference according to cultural propensities.

Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning (기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측)

  • Shin, Seung-Soo;Cho, Dong-Hee;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.45-51
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    • 2020
  • Recently, many games provide data related to the users' game play, and there have been a few studies that predict opponent move by combining machine learning methods. This study predicts opponent move using match data of a real-time strategy game named ClashRoyale and a multi-label classification based on machine learning. In the initial experiment, binary card properties, binary card coordinates, and normalized time information are input, and card type and card coordinates are predicted using random forest and multi-layer perceptron. Subsequently, experiments were conducted sequentially using the next three data preprocessing methods. First, some property information of the input data were transformed. Next, input data were converted to nested form considering the consecutive card input system. Finally, input data were predicted by dividing into the early and the latter according to the normalized time information. As a result, the best preprocessing step was shown about 2.6% improvement in card type and about 1.8% improvement in card coordinates when nested data divided into the early.

A Study on The Correlation Between Ego-state and Five Factor Model for Game Character's Personality (게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • As the importance of realistic game character in order to cause the interest of player is increased, it is necessary to develop the character that acts like a man by applying the human characteristics in the step of game character design. Formerly, there is a limit to create the human-like character because there is no set the character's personality in the game developing level. In this paper, therefore, we propose the correlation between Five Factor Model and Ego-state for game character. Five Factor Model and Ego-state are theories about person's characteristic. Five Factor Model is personality description method. Ego-state has an emphasis on internal mental processes directly from observable behaviors. In this regard, these theories could be used to the character defined its personality and designed to act by personality. To do this, it needs to determine the relations between Five Factor Model and Ego-state. Therefore we seek for the relations between two theories using Adjective Check List(ACL) and analysis their results with surveys. In the future, it is expected to construct a personality model using these analysis results, and develop the character based on realistic behavior.

Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.83-101
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    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

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Strategic Coalition for Improving Generalization Ability of Multi-agent with Evolutionary Learning (진화학습을 이용한 다중에이전트의 일반화 성능향상을 위한 전략적 연합)

  • 양승룡;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.2
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    • pp.101-110
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    • 2004
  • In dynamic systems, such as social and economic systems, complex interactions emerge among its members. In that case, their behaviors become adaptive according to Changing environment. In many cases, an individual's behaviors can be modeled by a stimulus-response system in a dynamic environment. In this paper, we use the Iterated Prisoner's Dilemma (IPD) game, which is simple yet capable of dealing with complex problems, to model the dynamic systems. We propose strategic coalition consisting of many agents and simulate their emergence in a co-evolutionary learning environment. Also we introduce the concept of confidence for agents in a coalition and show how such confidences help to improve the generalization ability of the whole coalition. Experimental results are presented to demonstrate that co-evolutionary learning with coalitions and confidence allows better performing strategies that generalize well.

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.53-61
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    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

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Ubiquitous Cyber Aquarium Using Schooling Animation (군집 애니메이션을 이용한 유비쿼터스 사이버 아쿠아리움)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1427-1435
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    • 2008
  • It is worth it to properly present the behaviors of cyberspace and game characters. It is not so easy to manually supply the actions for all objects one by one, so we need to use crowd animation techniques in order to display automatically, realistically, and effectively. In this paper, we construct a ubiquitous cyber aquarium based on sensors, using the crowd behavior library, which is applied to programming crowd behavior in cyberspace and game applications. We use a sensor board to become aware of a person approaching the cyber aquarium, and according to the perceived distance, the objects in the cyber aquarium automatically react and behave accordingly.

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