• Title/Summary/Keyword: Game Structure

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Critical analysis about the game self-regulation bill: A study about the structure and regulation of Double loot box (확률형 아이템 규제안에 대한 비판적 분석: 이중랜덤박스의 구조와 규제에 대한 연구)

  • Jo, Hui-Seon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.49-64
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    • 2019
  • In this paper, we examined the concept of three types of double loot box respectively and analyzed each characteristics of double loot box by game case study. Those types are divided into the following three cases; 1) Double-mileage gacha 2) Double-limited period gacha 3) Kompu gacha. As the result, Double loot boxs are characterized as below: 1) Double loot box has a tendency to combine various type of loot boxes. 2) Double loot box's reward is hard to gain in game, or not to sell in game store. With these features, double loot box could be a gambling sales strategy. To solve this problem, this study suggested that it is essential to revise game self-regulations, enhance the professionalism of monitoring groups, and propel the self-effort of game companies.

Development and validation of the Korean Game Addiction Scale for Children and Adolescents (한국형 아동/청소년 게임 중독 척도의 개발 및 타당화)

  • Kim, Kyo-Heon;Choi, Hoon-Seok;Kwon, Sun-Jung;Ryong, Joung-Soon
    • Korean Journal of Health Psychology
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    • v.14 no.3
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    • pp.511-529
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    • 2009
  • The purpose of this study was to develop and validate Korean Game Addiction Scale for children and adolescents. Data from a representative sample of 3,115 children and adolescents residing in Korea were analyzed to identify the factor structure and reliability of the scale. In addition, criterion-related evidence of validity (concurrent and convergent) was examined. Consistent with our theoretical assumptions, the Korean Game Addiction Scale revealed a stable higher order factor structure (second order-one factor, first order-seven factors), and the reliability of the scale was high (average Cronbach's alpha = .84, six week test-retest reliability = .75). The scale was also showed high levels of concurrent and convergent validity. Implications of the findings and directions for future research on game addiction are discussed.

A Study On Antialiasing Based On Morphological Pixel Structure (형태학적 픽셀구조에 기반한 앤티에얼리아싱에 관한 연구)

  • Lee, Yong-Jae
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.86-93
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    • 2003
  • In this paper, we propose a new antialiasing method using filtering technique which is base on morphological pixel structure Aliasing occurs along the edge of lines and polygons. This undesirable effect happens because there are not enough pixels available on a typical monitor to properly display mathematically smooth lines and polygon edges. Aliasing can be very distracting. In a typical graphic scene, aliasing artifact will be visible along the edges of all objects that greatly diminish of realism. The proposed antialiasing method attempts to smooth extreme jagged contour lines and edges by properly handling pixel's structure, surface type and adjusting the pixel color according to the amount of pixel coverage. Next, we use filtering technique considering morphological pixel structure. Experimental results have shown that the propose algorithm achieves better performance in reducing noise for antialiasing. The method will be widely applied to basic antialiasing technique for computer graphic applications.

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On eBay's Fee Structure from a Channel Coordination Perspective

  • Chen, Jen-Ming;Cheng, Hung-Liang;Chien, Mei-Chen
    • Industrial Engineering and Management Systems
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    • v.9 no.2
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    • pp.97-106
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    • 2010
  • Can eBay.com's fee structure coordinate the channel? It's a critical strategic problem in e-commerce operations and an interesting research hypothesis as well. eBay's fees include three parts: monthly subscription fee, insertion fee, and final value fee (i.e., a revenue sharing portion), which represent a generic form of revenue sharing fee structure between the retailer and the vendor in a supply chain. This research deals with such a channel consisting of a price-setting vendor who sells products through eBay's marketplace exclusively to the end customers. The up- and down-stream channel relationship is consignment-based revenue sharing. We use a game-theoretic approach with assumption of the retailer (i.e., eBay.com) being a Stackelberg-leader and the vendor being a follower. The Stackelberg-leader decides on the terms of revenue sharing contract (i.e., fee structure), and the follower (vendor) decides on how many units to sell and the items' selling price. This study formulates several profit-maximization models by considering the effects of the retail price on the demand function. Under such settings, we show that eBay's fee structure can improve the channel efficiency; yet it cannot coordinate the channel optimally.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game 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. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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Development of a 3D Brickwork Game Using Java (Java를 이용한 3차원 벽돌 쌓기 게임 개발)

  • Baek, Tae-Gwan;Seo, Sang-Jin;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.121-124
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    • 2007
  • This paper describes the development of a brickwork game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run lava applet program with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, player control module, and thread control module. It uses 3-D array data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances to compare with predetermined construction in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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Development of Artificial Intelligence Janggi Game based on Machine Learning Algorithm (기계학습 알고리즘 기반의 인공지능 장기 게임 개발)

  • Jang, Myeonggyu;Kim, Youngho;Min, Dongyeop;Park, Kihyeon;Lee, Seungsoo;Woo, Chongwoo
    • Journal of Information Technology Services
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    • v.16 no.4
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    • pp.137-148
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    • 2017
  • Researches on the Artificial Intelligence has been explosively activated in various fields since the advent of AlphaGo. Particularly, researchers on the application of multi-layer neural network such as deep learning, and various machine learning algorithms are being focused actively. In this paper, we described a development of an artificial intelligence Janggi game based on reinforcement learning algorithm and MCTS (Monte Carlo Tree Search) algorithm with accumulated game data. The previous artificial intelligence games are mostly developed based on mini-max algorithm, which depends only on the results of the tree search algorithms. They cannot use of the real data from the games experts, nor cannot enhance the performance by learning. In this paper, we suggest our approach to overcome those limitations as follows. First, we collects Janggi expert's game data, which can reflect abundant real game results. Second, we create a graph structure by using the game data, which can remove redundant movement. And third, we apply the reinforcement learning algorithm and MCTS algorithm to select the best next move. In addition, the learned graph is stored by object serialization method to provide continuity of the game. The experiment of this study is done with two different types as follows. First, our system is confronted with other AI based system that is currently being served on the internet. Second, our system confronted with some Janggi experts who have winning records of more than 50%. Experimental results show that the rate of our system is significantly higher.

A Proposal on an Edu-Game Mechanism for Effectively Knowledge by using Hierarchical Configuration (계층적 지식전달을 위한 효과적인 에듀게임 체계제안)

  • Park, Eun-Young;Park, Young-Ho;Hwang, Sin-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.83-90
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    • 2008
  • An on-line game is growing of very fast through characters of the interactive Computing and internet environment. In addition, an edu-game combing the advantages of the game and the education increase gradually. The paper proposes an edu-game system for providing knowledge through the hierarchical structure. The system differs from existing ones that combine a game and an on-line education. There are three different goals as follows. First, the paper proposes three-level of knowledge hierarchies. The method enables users to understand more easy and systematic and interesting education. Second, the graphic interface of a puzzle type is able to contact more conveniently and it provides beauties and functionalities. Third, Among them, specifically the knowledge hierarchy is not forced to users and the method also can study in detail and users can enjoy systematically e-education by using the general type of a puzzle game.

On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.