• Title/Summary/Keyword: Game balance design

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A Study of Game Money Control in Online Games (온라인게임의 게임통화 관리모델 연구)

  • Shin, Jeong Yeop
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.5-18
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    • 2013
  • The Management of Game Money in online game is considered as a crucial factor for successful game business as well as balancing game economy. The generation and flow of game money have a strong relationship with game contents, entertainment factors, game planning and level design. This paper explores online game economy in various ways especially the matter about managing & controlling game money in this context through theoretical and practical perspectives. It also examines how this management makes an effect on 'Free to Pay' policy and Sales revenue. Finally, this paper draws conclusions about the Management of Game Money which can be considered to be practically useful for game development and management. I hope that the study helps further studies and researches and can be served as a foundation regarding the issue.

Document Classification Model Using Web Documents for Balancing Training Corpus Size per Category

  • Park, So-Young;Chang, Juno;Kihl, Taesuk
    • Journal of information and communication convergence engineering
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    • v.11 no.4
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    • pp.268-273
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    • 2013
  • In this paper, we propose a document classification model using Web documents as a part of the training corpus in order to resolve the imbalance of the training corpus size per category. For the purpose of retrieving the Web documents closely related to each category, the proposed document classification model calculates the matching score between word features and each category, and generates a Web search query by combining the higher-ranked word features and the category title. Then, the proposed document classification model sends each combined query to the open application programming interface of the Web search engine, and receives the snippet results retrieved from the Web search engine. Finally, the proposed document classification model adds these snippet results as Web documents to the training corpus. Experimental results show that the method that considers the balance of the training corpus size per category exhibits better performance in some categories with small training sets.

Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review (디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰)

  • Jung-Hyun Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.4
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    • pp.92-110
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    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.

Dynamic Level Design with Wandering Agent (배회 에이전트에 의한 동적 레벨 디자인)

  • Kim, Jong-Ho;Cho, Hyung-Je;Han, Sung-Ho
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.25-30
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    • 2005
  • Until now, the level design for games has played a very important role in the process of developing games since it has been mapped out and applied so the game players have fun to certain level in playing games. So as game becomes more complex the number of game designers also grow and to make diverse levels, work force and working hours also should grow larger. In this treatise, it suggest a way where level's structure is changing dynamically so with only one level you can experience diverse levels by introducing wandering agent to the level structure. Also, I am trying to show the possibility of balance between the players by wandering agent.

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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.

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.

Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성)

  • Park, Yong-Hyun;Ning, shujia;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.215-220
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    • 2009
  • MMORPG is being progressed through Quest and the level and the balance are realized. Also, Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. The pluralistic understanding method of players will have values as a tool that can design and evaluate Quest satisfying preference of the various user class.

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Research About Design and Implementation of On-Line Game Server for High Availability guarantee using Heartbeat (HeartBeat을 이용한 고가용성(High Availability) 보장 온라인 게임 서버 구축 제안)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.193-198
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    • 2006
  • Providing stable services has been a crucial factor to determine success or failure in current situations, in which online game industry has become one of the important industries. The study proposed a method of establishing a stable game servers using 'Hearbeat', one of the existing (load) balance server techniques for the enhancement of availability of online game servers. In the proposed method, one could provide users with stable game services, by inspecting master server frequently using stand-by servers corresponding to each game server.

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