• Title/Summary/Keyword: Game Risk

Search Result 125, Processing Time 0.026 seconds

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.17 no.1
    • /
    • pp.19-26
    • /
    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

  • PDF

Analysis of Seasonal Injuries in Professional Football Player (프로 축구 팀의 월별 부상실태에 관한 조사)

  • Lee, Kyung-Tai;Choi, Byung-Ok;Kim, Jin-Su
    • Journal of Korean Orthopaedic Sports Medicine
    • /
    • v.5 no.2
    • /
    • pp.135-140
    • /
    • 2006
  • Purpose: To investigate the risk exposure, risk of injury, and injury pattern of football players in seasonal variation. We purposed to expect the injury and its' prevention. Material and Methods: The professional football club(45 players) in Seoul were followed prospectively throughout 2005, January to 2005, December. Injury pattern and incidence were recorded. Results: Total 157 injuries were recorded. Major injuries which could not attend to game and training were 87 cases. Most severe month was June about 16 injuries(18.4%). And, the competitive season injuries were 46(52.9%) in March, April, August and September. Especially, ankle sprain and contusion injuries were common cause of absence in game. And, thigh muscle group injuries had a high risk of reinjury, because of treat insufficiently. Conclusions: We enhance the ability of the soccer team by prevention and education for injuries, especially in season.

  • PDF

Comparison and Analysis of Competition Strategies in Competitive Coevolutionary Algorithms (경쟁 공진화 알고리듬에서 경쟁전략들의 비교 분석)

  • Kim, Yeo Keun;Kim, Jae Yun
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.28 no.1
    • /
    • pp.87-98
    • /
    • 2002
  • A competitive coevolutionary algorithm is a probabilistic search method that imitates coevolution process through evolutionary arms race. The algorithm has been used to solve adversarial problems. In the algorithms, the selection of competitors is needed to evaluate the fitness of an individual. The goal of this study is to compare and analyze several competition strategies in terms of solution quality, convergence speed, balance between competitive coevolving species, population diversity, etc. With two types of test-bed problems, game problems and solution-test problems, extensive experiments are carried out. In the game problems, sampling strategies based on fitness have a risk of providing bad solutions due to evolutionary unbalance between species. On the other hand, in the solution-test problems, evolutionary unbalance does not appear in any strategies and the strategies using information about competition results are efficient in solution quality. The experimental results indicate that the tournament competition can progress an evolutionary arms race and then is successful from the viewpoint of evolutionary computation.

Bargaining Game using Artificial agent based on Evolution Computation (진화계산 기반 인공에이전트를 이용한 교섭게임)

  • Seong, Myoung-Ho;Lee, Sang-Yong
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.293-303
    • /
    • 2016
  • Analysis of bargaining games utilizing evolutionary computation in recent years has dealt with important issues in the field of game theory. In this paper, we investigated interaction and coevolution process among heterogeneous artificial agents using evolutionary computation in the bargaining game. We present three kinds of evolving-strategic agents participating in the bargaining games; genetic algorithms (GA), particle swarm optimization (PSO) and differential evolution (DE). The co-evolutionary processes among three kinds of artificial agents which are GA-agent, PSO-agent, and DE-agent are tested to observe which EC-agent shows the best performance in the bargaining game. The simulation results show that a PSO-agent is better than a GA-agent and a DE-agent, and that a GA-agent is better than a DE-agent with respect to co-evolution in bargaining game. In order to understand why a PSO-agent is the best among three kinds of artificial agents in the bargaining game, we observed the strategies of artificial agents after completion of game. The results indicated that the PSO-agent evolves in direction of the strategy to gain as much as possible at the risk of gaining no property upon failure of the transaction, while the GA-agent and the DE-agent evolve in direction of the strategy to accomplish the transaction regardless of the quantity.

A Distributed Decision-Making Mechanism for Wireless P2P Networks

  • Wu, Xu;He, Jingsha;Xu, Fei;Zhang, Xi
    • Journal of Communications and Networks
    • /
    • v.11 no.4
    • /
    • pp.359-367
    • /
    • 2009
  • Trust-based solutions provide some form of payment to peers to encourage good behavior. The problem with trust management systems is that they require prior knowledge to work. In other words, peers are vulnerable to attack if they do not have knowledge or correct knowledge of other peers in a trust management system. Therefore, considering only trust is inadequate when a decision is made to identify the best set of peers to utilize. In order to solve the problem, we propose a distributed decision-making mechanism for wireless peer-to-peer (P2P) networks based on game theory and relevant trust mechanisms in which we incorporate the element of trust and risk into a single model. The main idea of our mechanism is to use utility function to express the relationship between benefits and costs of peers, and then make the decision based on expected utility as well as risk attitude in a fully distributed fashion. The unique feature of our mechanism is that it not only helps a peer to select its partners, but also mitigates vulnerabilities in trust-based mechanisms. Through analysis and experiments, we believe our approach is useful for peers to make the decision regarding who to interact with. In addition, it is also a good starting point for exploring tradeoffs among risk, trust and utility.

Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework (건강 기능성 게임의 수용에 영향을 주는 요인: 감정가 프레임워크 관점)

  • Yong-Young Kim
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.1
    • /
    • pp.97-112
    • /
    • 2024
  • In order to verify the factors affecting the acceptance of Serious Games for Healthcare (SGHs), this study developed a hierarchical model of general and specific benefit and risk factors affecting the intention to use SGHs based on the valence framework. As a result based on 199 samples, it was revealed that perceived customization and perceived schedule flexibility had a positive effect on the perceived benefits, which, in turn, had a positive effect on the intention to use SGHs. However, among the specific risk factors, only privacy risk had a positive effect on perceived risk, but it did not have a effect on SGHs usage intention. The results related to the fact that the survey respondents were potential users of SGHs and the bias that may overestimate the benefits provided by SGHs called optimistic bias. Based on these findings, some implications were presented such as the spread and distribution of SGHs to the ordinary persons, improvement of negative perceptions of games, and the need for data-based services to refine customized services for SGHs.

A Study on the Internet Game and Smartphone Usage of the Senior Elementary School Students (초등학교 고학년의 인터넷 게임 및 스마트폰 이용실태에 관한 연구)

  • Lee, In-Suk;Lee, Mi-Hyoung;Kim, Hee-Kyung;Park, Jeong-Sook;Son, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.10
    • /
    • pp.421-432
    • /
    • 2020
  • This study was designed to determine the Internet game and smartphone usage status of senior elementary school students. Data were collected from 6 October 2018 to 30 September 2019, and 1618 subjects were analyzed using SPSS 18.0. As a result of the study, the I-GUESS rating was 6.1% in the high-risk group, and, the S-scale ratios were 10.1% for the potential-risk group and 0.8% for the high-risk group. Physical problems related to Internet games and using smartphones were experienced by 36.0% of the students, with eye fatigue being the highest at 20.4%. Emotional problems were found in 18.5% of the students, with anger being the highest at 6.8%. Social problems were experienced by 21.8% of the students, conflicts with parents being the highest at 10.3%. As a result of surveying the main content based on S-scale and I-GUESS, it was found that the higher the S-scale ratio and the I-GUESS rating, the more broadcast content was used. The correlation between I-GUESS rating and S-scale ratio showed that the higher the I-GUESS rating, the higher the S-scale ratio, and the higher the S-scale ratio, the higher the I-GUESS rating. Future research is necessary to develop an intervention program for elementary school students from a preventive perspective.

Site Suitability Analysis for Riverbank Filtration Using Game Theory (게임이론을 활용한 강변여과 개발 적지선정)

  • Lee, Sang-Il;Lee, Sang-Sin
    • Journal of Korea Water Resources Association
    • /
    • v.43 no.1
    • /
    • pp.95-104
    • /
    • 2010
  • The tap water supply in Korea mainly depends on the surface water. However, the advanced water purification process becomes a necessity due to the deterioration of surface water quality and the risk of accidental spill. High cost of water treatment and public concerns make the decision makers turn to riverbank filtration as an alternative to the surface water. Riverbank filtration has been employed for water supply in many developed countries for more than 150 years. In Korea, riverbank filtration has drawn attention since 1990s as a supply source having potential to stably meet the ever-increasing water demand. Some cities located in the Nakdong River Basin are currently supplying water through riverbank filtration. This work studies the site suitability analysis for riverbank filtration using game theory. Theory of games, which is a branch of applied mathematics used in social sciences (most notably economics), biology, engineering and computer science, was applied to candidate locations for the selection of riverbank filtration site. We proposed a policy game model as a new method adopting a probabilistic approach. The model developed turned out to be an effective tool for site selection.

A Study on the Agency Theory and Accounting (에이전시이론과 회계감사에 관한 연구)

  • 공해영
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.12 no.20
    • /
    • pp.123-138
    • /
    • 1989
  • The primary objective of the agency research in the game theory lives in the maintenance of Pareto is optimal condition for the optimal incentive contract. The basic concepts which are related to this objective are reviewed in connection with the general assumptions to model it, the moral hazard and adverse selection which arised from the information asymmetry, and finally the problem of risk distribution. The demand for auditing and the role of auditor have been addressed by ASOBAC. Issues which an auditor is explicitly introduced in a principal-agent framework have been addressed in this paper. These issues must be confronted to appropriately with the auditor, and to achieve an adequate understanding of optimal confronting arrangement with the auditor. The first step in introducing an auditor into this analysis is to examine the game-theoretic foundation of such a expended agency model. The Mathematical program formulated may not yield solution that are resonable. This arises because the program may call for the auditor and manager to play dominated Nash equilibra in some subgame. The nontrivial natures of the subgame implies that randomized strategies by the auditor and manager nay be of crucial importance. The possibilities for overcoming the randomized strategy problem were suggested; change the rule of the game and or impose covexity condition. The former seems unjustifiable in on auditing context, and the latter promising but difficult to achieve. The discussion ended with an extension of the revelation principle to the owner manager-auditor game, assuming strategies. An examination of the restriction and improvement direction of the basic concept of agency theory was addressed in the later part of this paper. Many important aspects of auditor incentives are inherently multiple-agent, multiple-period, multiple-objectine, phenomena and require further analyses and researches.

  • PDF

Market Entry Decision Model in Global Construction Market Using Real Options Game (실물옵션 게임을 활용한 해외건설시장 진출모형에 관한 기초연구)

  • Kim, Du-Yon;Kim, Byoung-Il;Han, Seung-Heon
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • 2007.11a
    • /
    • pp.652-655
    • /
    • 2007
  • Due to stagnation of domestic market, increasing number of domestic construction companies started to make inroads into foreign market recently. Yet compared to domestic market, there are much more risks in the foreign market which companies may confront. So deliberate and rational decision making skills are required. Accordingly, there has been many researches which analyzed the risk of individual markets and also studies covering decision support models. In this study, we suggest a model concerning financial issues when branching out into a new market, specially in the construction companies' point of view. For this we used a real options game which shows real competition status of a new market and deduced a feature of that market, Upon these results, we also suggest a model which helps firms to decide whether investing in the expansion is smart action or not. The model developed in this study is made in specific circumstances of limited conditions. The future study makes more realistic models considering subjects like disproportion in information and generalization of competing companies.

  • PDF