• Title/Summary/Keyword: Game efficacy

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Dynamics in Carom and Three Cushion Billiards

  • Han Inhwan
    • Journal of Mechanical Science and Technology
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    • v.19 no.4
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    • pp.976-984
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    • 2005
  • This paper presents the analysis results of dynamics in the billiards game within the frame­work of rigid-body mechanics and a numerical simulation program. The friction exists between the ball and the table bed as well as between the ball and the rail. There are three parts in the dynamic behavior of the ball on the table bed; motion of the ball on the table bed, collision between balls, and collision between the ball and the cushion. During the development of the simulation program, the dynamics problems such as rolling motion and three-dimensional frictional impact motion have been analyzed in detail. The theoretical issues are implemented into a viable graphic simulation program and its efficacy is demonstrated through the experi­mental validation of the billiards game. The resulting analysis results are verified quantitatively and qualitatively using high-speed video camera. Through the experimental tests, it was found that the physical parameters such as coefficients of restitution and friction vary according to the motion variables and corresponding empirical formulations were developed. The simulation and experimental results agree well.

A study on the ludonarrative dissonance of AAA-level games, examined through (<라스트 오브 어스 파트2>(The Last of Us Part II)를 통해 살펴본 AAA급 게임의 루도내러티브 부조화(Ludonarrative dissonance) 연구)

  • Park, In-Seong
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.227-264
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    • 2021
  • This paper summarizes the concept of ludonarrative dissonance that occurred in the realm of full-scale game criticism, and materializes it with the latest work . In the process, it is examined that this game actively utilizes the ludonarrative dissonance to deliver cognitive experiences to players that go beyond the definition of gameness. Along with the all-round development of AAA-class games, the ludonarrative dissonance is emerging as an important task that each game must overcome. On the contrary, however, it should be noted that has a different effect than expected by revealing rather than overcoming the ludonarrative dissonance. The ludonarrative dissonance conveyed by has the effects of ironic interpretative possibilities. This paper looks at dissonance in two dimensions, and the first is the dissonance between the play-narrative structure inside the game. induces the player to recognize the dissonance and actively reconstruct the meaning of the whole game by reminding the player of the dissonance that occurs between the two structures. Second, it stimulates the cognitive dissonance that exists inside the player playing the game beyond the internal structure of the game. That is, by expanding the concept of gameness, it evokes the possibility that games can function more than a tool for convenient self-efficacy. As such, the ludonnarrative dissonance can be a more fundamental redefinition of game nature and an expression of a problem consciousness about the possibility of change.

A Study on the Efficacy of User Interaction for Metaverse-Based Education (메타버스 기반 교육에서 사용자 상호작용의 효용성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.227-228
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    • 2024
  • 본 논문에서는 메타버스 기반 교육에서 학습자의 상호작용 중요성을 분석하고 전통적인 교육 방식의 차이점을 확인하여, 메타버스 환경에서 제공되는 다양한 학습 경험들이 교육의 효용성을 항상 시키는 방법에 관해 확인한다. 그리고 메타버스 기반 교육이 가져오는 혁신적인 변화와 사용자의 상호작용 중요성에 대한 새로운 방향성을 제안한다.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A Study on Promoting Optimism Utilizing a Communication Board Game - With a focus on college students (커뮤니케이션 보드 게임을 활용한 낙관성 증진에 관한 연구 대학생 집단을 중심으로)

  • Gim, Hye-Yeong;Ryu, Seol-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.117-122
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    • 2017
  • This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.

Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.123-134
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    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

A Study on the User Immersion and Loyalty of MMORPG Avatar Customization (MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구)

  • Yang, Gi Hyun;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.17-28
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    • 2013
  • The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.

Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

Psychological and behavioral profiles of adolescent on probation and high school students: With specific focus on moral disengagement, self-efficacy, delinquency, and academic achievement (보호관찰 청소년과 일반 청소년의 심리 행동특성 비교: 도덕적 이탈, 자기효능감, 가출, 학업성취를 중심으로)

  • Youngshin Park;Uichol Kim;Sooyeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.12 no.2
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    • pp.45-76
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    • 2006
  • This article compares the psychological and behavioral profiles of adolescents on probation and high school students. A total of 253 adolescents on probation and 257 high school students completed an open-ended questionnaire developed by the present researchers and structured questionnaire that assessed moral disengagement and self-efficacy developed by Bandura (1995), delinquent behavior and academic achievement. Adolescents on probation reported that they engaged in delinquent behavior due to the fault of others and they were angry for being forced to be on probation. They are not likely to take responsibility and morally disengage from their delinquent actions. When compared to high school students, adolescents on probation are likely to report low self-efficacy, low academic grade, and less likely to feel proud of themselves. They are more likely to meet their friends in Internet and video game rooms and less likely to focus on academic achievement. Results of ANCOVA indicate that adolescents on probation have higher scores on moral disengagement, social efficacy, but lower score on efficacy for self-regulated learning. They are more likely to run away from home and have lower academic grade. The results of the discriminant analysis indicate that running away from home, social efficacy and moral disengagement are predictive of adolescents on probation and academic achievement and efficacy for self-regulated learning are predictive of high school students.