• Title/Summary/Keyword: Game Balance

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A Study on Improving Fun Factor of Psychotherapy Game (정신 치료 게임의 재미 요소 향상 방안)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.13-20
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    • 2012
  • Game is an excellent media to easily access and immerse for most people. According to these characteristics, many games which are combined game's fun with original educational purpose have been developing in various fields. In case of developing the game, game designer should balance game's fun and educational purpose in each filed. In this paper, we analyze psychotherapy games to improve accessibility of treatment and continuance of treatment sessions in face-to-face treatment by particularly fun factors in commercial games. And, then we present methods to increase fun of psychotherapy game. This paper can help psychotherapy game developers to increase game experience.

Effects of Virtual Reality Exercise Program on Muscle Activity and Balance Abilities in Elderly Women (가상현실 운동프로그램이 여성노인의 근활성도와 균형능력에 미치는 영향)

  • Lee, Joon-Hee;Park, Seong-Ung;Kang, Jeong-Il;Yang, Dae-Jung;Park, Seung-Kyu
    • The Journal of Korean Physical Therapy
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    • v.23 no.4
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    • pp.37-44
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    • 2011
  • Purpose: The aim of this study was to investigate the effects of an exercise program using a virtual reality game and a gait exercise program using a treadmill on % maximum voluntary isometric contraction (%MVIC) and static and dynamic balancing capabilities. Methods: A total of 26 elderly women were included in the study. 13 women were assigned to an exercise program using a virtual reality game, and 13 to a gait exercise program using a treadmill. The subjects performed the exercise for 40 min per session, three sessions per week, for eight weeks. Results: The %MVIC of the vastus medialis was significantly increased from $28.91{\pm}2.03%$ to $32.98{\pm}2.6%$ in the virtual reality game exercise group (p<0.00). The %MVIC of the vastus lateralis was significantly increased from $27.17{\pm}1.93%$ to $31.50{\pm}2.18%$ (p<0.00) in the gait exercise program group. The whole path length with both feet on the floor and eyes open was significantly decreased from $1570.92{\pm}820.6mm$ to $1343.62{\pm}242.41mm$ (p<0.00). The whole path length with both feet on the floor and eyes closed was significantly decreased from $1819.85{\pm}361.14mm$ to $1581.05{\pm}285.11mm$ (p<0.00). The length of a functional reach was significantly increased from $25.2{\pm}4.23cm$ to $27.68{\pm}4.04cm$ (p<0.00). Conclusion: The exercise program using a virtual reality game is effective for improving the %MVIC and static and dynamic balancing capabilities in elderly women aged 65 years and more.

Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

A Study on The Influence of Virtual Program Accompanied by Cognitive Activities on The Balance of Elderly (인지활동을 병행한 가상현실 프로그램이 노인의 균형 능력에 미치는 영향)

  • Kim, Bora
    • Journal of The Korean Society of Integrative Medicine
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    • v.1 no.4
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    • pp.49-56
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    • 2013
  • Purpose : This study aimed to understand the influence of the virtual reality program combined with cognitive activity on elderly people's balance ability. Method : We randomly divided 14 elderly people receiving daytime protection service from D daytime protection center for senior citizens located in Busan-si into a group(seven) with cognitive activity combined with virtual reality program, and the other group(seven) with only virtual reality program. In order to compare the balance ability before/after the therapeutic intervention, the Berg Balance Scale was carried out. The Mini-Mental State Examination-Korea(MMSE-K) was also conducted to compare their cognitive functions. Result : Both groups showed statistically significant differences in balance ability before/after the therapeutic intervention(p<.05) while there were no statistically significant differences in balance ability after the therapeutic intervention(p>.05). The cognitive functions before/after the therapeutic intervention were not statistically significantly different in both groups(p>.05). Conclusion : The findings showed that the application of virtual reality program combined with cognitive activity could improve elderly people's balance ability. It is considered that the application of virtual reality program can have positive influence on the improvement of elderly people's balance ability, as an intervention method for improving balance ability in the future.

A Survey of Game Mechanics Simulation Methods (게임 메카닉스 시뮬레이션 방법에 관한 조사연구)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.441-450
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    • 2005
  • As game markets are rapidly growing, the cost and period of game development are both increasing. These imply that the game development projects require more professional management of the project. Game mechanics is an algorithm of the gameplay on a specific game-platform. Game mechanics is concentrated on engineering elements of the game and its quality should be continuously managed from the design phase to the implementation phase. In the design phase, useful methods that can analyze the quality of game mechanics are the simulations. There are several simulation methods of the game mechanics but each method has limited use range because of its characteristics. In this Paper, we survey the game mechanics simulation methods and analyze the characteristics of each method. By the analyzed results, the Petri net model simulation method is good for analyzing total quality of no-error, optimization, and play-balance of the game mechanics but others are not.

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.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Design a Platform for Balancing Mutual Values between Objects (객체들 간의 상호 가치 균형을 위한 플랫폼 설계)

  • Kim, Bong-Han
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.241-248
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    • 2017
  • There are various problems in the process of developing the game. Especially, there is a lot of problems in testing the balance of the value of each object. This causes problems such as an increase in development cost and a delay in development time. Therefore, if there is a tool or simulator that can test the mutual value balance of each object in advance, this problem can be solved. However, currently there are few simulators, tools, and platforms that can analyze and evaluate the mutual value balance between these objects. In this paper, I designed a platform to evaluate and test the mutual value balance between these objects based on mock battle. The designed platform tests and evaluates the abilities of each object according to their attack and defense strengths. So, this reduces development costs and shortens development time.

Comparative Analysis of Global Game Screening Systems (세계 게임 심의제도 비교분석)

  • Kim Chan-Soo;Park Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.56-65
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    • 2006
  • Almost all of the nations run a game screening system which is characteristic depending on their communication policy. This article attempted comparative analysis about major nation's game screening systems by comparing three main aspects of their communication policy which are freedom of expression, complete opening of the contents to the public, and the balance between protection of adolescent and promotion of industry. It is shown that the screening system of USA, Europe and Japan stick well by the basic principles of communication policy, on the other hand Korea, South Africa Republic and Australia have some points that need improvement.

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A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.93-107
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    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.