• Title/Summary/Keyword: Game element

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Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.

A Study on the Qualitative Evaluation Factors for Mobile Game Company (모바일게임 기업의 정성적 평가요인에 관한 연구)

  • Choi, Seok Kyun;Hwangbo, Yun;Rhee, Do Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.125-146
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    • 2013
  • Nowadays, the performance of the mobile game sales is influencing the ranking of game companies listed on KOSDAQ. In the meantime, venture capital companies had focused on online game. Recently, however, they have great interest in mobile games and mobile game companies. In addition, angel investors and accelerators are increasing investment for the mobile game companies. The most important issues for mobile game investor is how to evaluate the mobile game companies and their contents. Therefore, this study derived the evaluation factors for the mobile game company. And research method converged of the opinions of both supply side and demand side of the game industry. Ten professionals who are responsible for the supply of the game industry and CEO group & development experts of game development company were selected for survey in this study. Also ten professionals who are responsible for the demand of the game industry and the investment company were selected for survey in this study. And Delphi technique was performed according to the survey. Management skills, development capabilities, game play, feasibility, operational capabilities has emerged as five evaluation factors to evaluate the mobile game company. And the 20 sub-factors including CEO's reliability were derived. AHP(Analytic Hierarchy Process) theory is applied to analyze the importance of the qualitative elements which were derived by Delphi technique. As a result, the analysis hierarchy of evaluation factors for the mobile game company was created. Pair-wise comparison for each element was performed to analyze the importance. As a result, 'Core fun of the game' (12,2%), 'Involvement of the game' (10.3%), 'Security Reliability' (8.9%), 'Core developers' ability' (7.6%) appeared in order of importance. The significance of this study is offering more objective methodology for realistic assessment and importance of elements to evaluate mobile game company.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A study on Portable Game's Storytelling based on humor (유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 -닌텐도 DS Lite 타이틀을 중심으로-)

  • Jung, Da-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1272-1278
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    • 2009
  • Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people.

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Decision-Making based on Uncertain Information in a Beer Distribution Game U sing the Taguchi Method (맥주매송게임에서 다구찌 방법에 의한 불확실 정보 기반 의사결정 연구)

  • Lee, Ki-Kwang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.3
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    • pp.162-168
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    • 2010
  • Information is known to be a key element for the successful operation of a supply chain, which is required of the efficient ordering strategies and accurate predictions of demands. This study proposes a method to effectively utilize the meteorological forecast information in order to make decisions about ordering and prediction of demands by using the Taguchi experimental design. It is supposed that each echelon in a supply chain determines the order quantity with the prediction of precipitation in the next day based on probability forecast information. The precipitation event is predicted when the probability of the precipitation exceeds a chosen threshold. Accordingly, the choice of the threshold affect the performances of a supply chain. The Taguchi method is adopted to deduce a set of thresholds for echelons which is least sensitive to changes in environmental conditions, such as variability of demand distributions and production periods. A simulation of the beer distribution game was conducted to show that the set of thresholds found by the Taguchi method can reduce the cumulative chain cost, which consists of inventory and backlog costs.

Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.390-401
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    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.

Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'- (스토리 전달을 위한 게임연출에서 인터랙션 무비의 분류와 의미 -비디오게임'언차티드2'를 중심으로-)

  • Kim, Yeong-Sil;Yang, Hwang-Kyu;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.102-110
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    • 2011
  • This study is to reveal the meaning of the interaction between a player and a game with the approach of an operational interaction such as joystick and keyboard, and also a representational interaction that the player takes during the game. It has been usually recognized that cut-scene in existing games is just limited to the role of opening scene that delivers mainly a background story of the game, and has the only passive function that serves additionally the expression of the state of the player or the replay of the results of the player's action. But in the aspect of game-direction, the study of the player's action about the interaction movie of 'Uncharted2', for example, one of the most representative video games, shows the possible classification of interaction movie along with three functions(situation direction, induced selective-action, information transfer). As a result, it is judged that interaction movie is not an additional element for the game-play, but rather takes the function of as an interface. The effective application of interaction movie could help a smooth connection between the recognizability from the view point of the player and the playing from the main character's viewpoint, ultimately leading to a direct means to maximize the delivery of the story.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

On an Analytical Quick Game to Investigate the Battle Effectiveness of Forward Defence Concepts

  • Huber, Reiner K.;Steiger, Karl;Wobith, Bernt
    • Journal of the Korean Operations Research and Management Science Society
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    • v.6 no.1
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    • pp.33-55
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    • 1981
  • The so-called “Quick Game”-models resemble a central element within the Compound Gaming approach of military systems analysis proposed by Huber [1, 2]. This paper introduces such an analytical model designed to investigate the battle-effectiveness of alternative army structures. The nature of its results is discussed from numerical experiments covering the (German) Army Structure 4, Loser's Area Coverage Defence Concept, and Afheldt's Area Defence Concept. It turns out that Loser's concept promises to have a comparatively high potential to stabilize the early conventional forward defence, hence being an interesting alternative for further analysis in depth.

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Development of a Quality Evaluation Standard for Educational Serious Games

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of information and communication convergence engineering
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    • v.11 no.2
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    • pp.103-111
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    • 2013
  • Given the lack of suitable quality evaluation standards for educational serious games (designed for both entertainment and instruction), we designed a development framework for evaluation standards of educational serious games and proceeded to develop standards in accordance with our proposed procedure. Our standards were designed to evaluate the quality of both technical and non-technical elements of educational serious game software products. We conducted a survey on the need for individual elements of the standard. Participants rated the need for each element on a five-point Likert scale. We then performed a reliability analysis of the survey results. Based on the survey results, we established a final standard for quality evaluation composed of 9 main elements and 31 sub-elements. The results of our research will contribute useful information to users as well as to the developers of educational serious games.