• Title/Summary/Keyword: Game Competition

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Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.405-408
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    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

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A Study on the Flow Factors According to On-line Game Fatigue System (온라인 게임 피로도 시스템에 따른 몰입요인에 관한 연구)

  • Kwon, Hyeog-In;Park, Jeong-Eun;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.75-85
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    • 2010
  • In addition to the quantitative growth of the games industry as a game addiction and social problems have also been increased. Addiction adoption of the resolution was presented to the fatigue system. In this study, flow and addiction affects 6 factors(self-control, positive expectations, interest, competition, positive self-efficacy, negative self-efficacy), depending on whether the adoption lag Flow to affect in any empirical analysis. This fatigue system effect on the game development and to enhance users' flow to do what strategies for theoretical and practical implications are to provide.

A Dynamic Game of R & D Investment Under Technology Transfer (기술이전하에서의 연구개벌투자에 관한 동적게임)

  • 오형식
    • Journal of the Korean Operations Research and Management Science Society
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    • v.11 no.2
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    • pp.7-12
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    • 1986
  • The problem of strategic R & D investment is formulate as a differential game model and solved explicity for a special case. It is shown that, at equilibrium, an increase in the intensity of market competition or a decrease in the role of technology transfer results in an increase in the initial rate of investment by competing tfirms. The increased initial investment rate may enhance the rate of technology development. This dynamic model can be used to propose non cooperative R & D investment policies in technologically competitive situation.

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Analysis of School Safety Education Utilization with Educational Game Elements

  • Kim Seung Uk
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.81-87
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    • 2023
  • In order to create and utilize experiential equipment that can be effectively used in school safety education, this paper uses the Korean Safety Education Association's CPR simulator to utilize the elements of educational games: goals, rules, competition, challenge, fantasy, safety, and fun. When the content that combines game elements with general educational equipment was utilized in school education sites, significant results were obtained on the effectiveness of education with active participation of students.

A Solution Method of a Three-Player Game for Application to an Electric Power Market (전력시장 해석을 위한 3연 참여 게임의 해법 연구)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.6
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    • pp.347-353
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    • 2003
  • In models of imperfect competition of deregulated electricity markets, the key task is to find the Nash equilibrium(NE). The approaches for finding the NE have had two major bottlenecks: computation of mixed strategy equilibrium and treatment of multi-player games. This paper proposes a payoff matrix approach that resolves these bottlenecks. The proposed method can efficiently find a mixed strategy equilibrium in a multi-player game. The formulation of the m condition for a three-player game is introduced and a basic computation scheme of solving nonlinear equalities and checking inequalities is proposed. In order to relieve the inevitable burden of searching the subspace of payoffs, several techniques are adopted in this paper. Two example application problems arising from electricity markets and involving a Cournot and a Bertrand model, respectively, are investigated for verifying the proposed method.

Analysis on the Decision of Transmission Cost Allocation Rate Using the Arbitration Game (중재게임을 이용한 송전비용배분비율 결정에 관한 분석)

  • Chung, Koohyung;Kang, Dongjoo;Han, Seokman;Kim, Balho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.10
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    • pp.496-499
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    • 2005
  • In many parts of the world, the electric power industry is undergoing unprecedented changes. Therefore, in order to reform the electric power industry efficiently and minimize the confusion of this restructuring, the systematic studies related to transmission pricing and transmission cost allocation issues are required essentially. However, even now, the basis of transmission cost allocation rate is not equipped so that the regulation body has determined the allocating rate under the common practice. In this paper, we demonstrate that the decision of transmission cost allocation rate is the regulation body's own right. For this analysis, we apply game theory to the procedure determining this rate and the competition to determine this rate between gencos and distcos is modeled as the arbitration game.

A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.

A study on MMO RPG Online Game through Roger Callois's Theory (로제 카이와(Roger Caillois)의 놀이론을 통한 온라인 게임 고찰)

  • 안상혁
    • Archives of design research
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    • v.17 no.1
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    • pp.119-126
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    • 2004
  • MMO RPG Online game as a new means of human computer interaction has been made rapid progress. Even though many kinds of online game have published, few games are being well received by its user. So we have a problem to be solved what is the fundamentals to attract game users. I will apply a game theory of the Roger Caillois who lived as an typical french thinker. Although Roger Caillois had never experienced a computer game since he died at 1978, his game theory was acknowledged that a game can be classified into four sections to grab the human's interest related with culture. Four sections of game were consisted of Ilinx, Mimicry, Alea, and Agon. The competition with people in game is essential to "Agon" that which stands on the basis of a pride when one is definitely superior to the others. In same way, "Alea" is that which stands on the basis of fortune, Mimicry is that which stands on the basis of simulation, Ilinx is that which stands on the basis of dizzy. In conclusion, I will explain that a game theory of the Roger Caillois is useful tool for deveoper to understand game fundamentals.d game fundamentals.

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Effects of Channel Structure on the Quality Competition of Exclusively Distributed Products

  • Kang, Yeong Seon
    • Asia Marketing Journal
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    • v.19 no.4
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    • pp.37-59
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    • 2018
  • This study investigates the effects of the distribution channel structure on quality decisions under duopoly competition. I considers a set-up in which two retailers compete on product quality and retail price. In the set-up, the integrated retailer has the power to determine the quality of its exclusive product, while the decentralized retailer does not. For the decentralized retailer, the supplier determines product quality. I find that asymmetric pairs of a decentralized channel by one retailer and an integrated channel by the other retailer can be a Nash equilibrium in a simultaneous-channel-choice model. The two retailers select different levels of quality, and this quality competition benefits retailers by softening price competition. In a sequential-channel-choice model, I find that the leader can obtain a first-mover advantage. From the perspective of the supplier, which can decide the distribution channel structure and level of quality, both suppliers choose the decentralized channel in equilibrium.

Development and Analysis of a Walking Game Using Controllers of Armrests and Footboards (Title: Paldokangsan) (팔걸이/발판 컨트롤러를 이용한 걷기게임 '팔도강산' 개발 및 효과성 연구)

  • Kim, Kyung-Sik;Oh, Seong-Suk;Ahn, Jin-Ho;Lee, Sun-Hyung;Lim, Kyung-Choon
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.43-52
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    • 2011
  • We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.