• Title/Summary/Keyword: 스포츠 게임

Search Result 180, Processing Time 0.028 seconds

A Subjective Study on Sport Ideologies (스포츠사상에 대한 주관성 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.6
    • /
    • pp.259-268
    • /
    • 2019
  • The purpose of this study was to explore physical education majors' subjective perception on sports ideologies using Q-methodology. This study found four types of subjective perception on sports thoughts. Type I is named 'the type of fair victory and defeat.' The subjects of type I emphasize the items of victory and defeat, fair judgement, a drama without a scrip, etc. Type II is named 'the type of sport philosophy.' The subjects of type II emphasize the items of sport philosophy, theory of one of mind & body, great spirit, hwarangdo spirit, sport logic, self-improving, etc. Type III is named 'the type of communication & social activity.' The subjects of type III emphasize the place for communication, social activity, consideration, improvement of the quality of life, etc. Type III is named 'the type of communication & social activity.' The subjects of type IV emphasize welfare, security for the aged, leisure, entertainment(game), healthy, etc.

2014 인천아시안게임 방송통신망의 효과적인 구축 및 운영 사례

  • Park, Dong-Guk
    • Broadcasting and Media Magazine
    • /
    • v.21 no.4
    • /
    • pp.46-54
    • /
    • 2016
  • 성공적인 국제 메가 스포츠 이벤트는 진행 국가와 해당 도시의 글로벌 이미지를 제고하고, 국가경제 성장에 파급 효과가 있음이 다수 사례를 통해 입증되었다. 최근의 국제 메가 스포츠 이벤트는 단순한 스포츠 행사가 아닌 최첨단 정보통신기술과 방송통신 융합의 전시회라고 해도 과언이 아니기 때문에 정부만의 과제와 역할로는 성공할 수 없다. 국제 스포츠 이벤트 운영의 패러다임이 변화하는 환경 속에서 대회를 기획하고 주관하는 스폰서는 이벤트 개최와 성공을 좌우하는 핵심요소로 그 선정에서부터 중요한 검토가 이루어져야 한다고 볼 수 있다. 이 글에서는 향후 있을 2018 평창동계올림픽의 안정적인 개최와 성공을 기대하며 2014 아시안 게임의 사례를 중심으로 안정적이고 신뢰성 있는 스포츠 대회 개최를 위한 방송통신망 Infra 구축과 운영 방안에 대해 기술하고자 한다.

Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
    • /
    • v.23 no.1
    • /
    • pp.37-44
    • /
    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

Win-Loss Prediction Using AOS Game User Data

  • Ye-Ji Kim;Jung-Hye Min
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.12
    • /
    • pp.23-32
    • /
    • 2023
  • E-sports, a burgeoning facet of modern sports culture, has achieved global prominence. Particularly, Aeon of Strife (AOS) games, emblematic of E-sports, blend individual player prowess with team dynamics to significantly influence outcomes. This study aggregates and analyzes real user gameplay data using statistical techniques. Furthermore, it develops and tests win-loss prediction models through machine learning, leveraging a substantial dataset of 1,149,950 individual data points and 230,234 team data points. These models, employing five machine learning algorithms, demonstrate an average accuracy of 80% for individual and 95% for team predictions. The findings not only provide insights beneficial to game developers for enhancing game operations but also offer strategic guidance to general users. Notably, the team-based model outperformed the individual-based model, suggesting its superior predictive capability.

돋보기 / 2005년 모바일 게임 시장 전망

  • Choe, Seong-Won
    • Digital Contents
    • /
    • no.1 s.140
    • /
    • pp.48-51
    • /
    • 2005
  • 2005년 을유년 닭의 해가 새롭게 시작됐다. 지난해 모바일 게임 시장은 200%이상의 높은 성장률을 기록해 좋은 결과를 나타냈지만, 불법 복제 및 일부 게임회사에 집중되는 아쉬움을 나타냈다. 2005년에는 어느정도의 시장규모가 예측되고 , 또한 어떠한 이슈들이 기다리고 있는지 살펴보자. 어떤것을 전망하는 것은 참 어려운 일이다. 스포츠에서도 많은 전문가들이 예측을 하지만, 의외의 결과가 일어나듯이 모바일 게임 시장 역시 그때그때 상황에 따라 달라질 수 있기 때문이다. 요즘 유행하는 그때 '그때 달라요'라는 유행어가 2005년의 전망을 한마디로 표현할 수 있는 말이겠지만, 그래도 몇가지 이슈를 살펴보면서 2005년 모바일 시장을 가늠해 보고자 한다.

  • PDF

A Study on the Effect of Contents Characteristics and Operating Service Quality in Continued Usage Intention and Word of Mouth : Focus on Online Sports Game (온라인 게임의 콘텐츠 특성과 운영 서비스품질이 유저의 지속이용의도 및 구전의도에 미치는 영향에 관한 연구: 온라인 스포츠 게임을 중심으로)

  • Fang, Chun-Feng;Lee, Don-Gon;Han, Kyeong-Seok
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.101-114
    • /
    • 2015
  • A recent online game is growing with the combined action of content as well as operating services. However, in previous studies, with a lot of focus on content characteristics of game than the game operating service quality studies have been carried out. This study targeted research online sports games, operating service quality and content characteristics of the game are analyzed effects of word-of-mouth and continued usage intention by applying Expectation Confirmation Model. as a result, it has found that as a result, it has found that sense of reality turned out to be a major variable affecting the content of the game even expectation confirmation. Directly and indirectly, it was confirmed that the role of empathy affect to expectation confirmation and satisfaction.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.10
    • /
    • pp.2269-2276
    • /
    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
    • /
    • v.21 no.5
    • /
    • pp.75-86
    • /
    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.

The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.109-118
    • /
    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.145-151
    • /
    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.