• Title/Summary/Keyword: Game elements

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Gamification on Mobile Payment Application: Uses and Gratification Perspective

  • Mutia Fadhila Putri;Ratna Juita;Achmad Nizar Nidayanto;Dedi I. Inan
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.750-769
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    • 2022
  • Indonesia has the largest potential mobile payment (m-payment) market in Southeast Asia. The government has realised this through Government's National Non-Cash Movement to increase its adoption. This is then followed up by advocating its adoption massively. However, for this movement to be a success, ensuring its continued use is critical. Various studies have attempted to contribute to this issue. Incorporating game elements into the application that brings benefits and satisfaction to its user is envisaged as one of the most feasible ways. This study, therefore, sets out to investigate the effects of gamification on the m-payment application, which drive the intention to continued use by employing the Uses dan Gratification Theory (UGT). A total of 826 m-payment users were gathered to be analysed using Structural Equation Modelling. The results show that utilitarian, hedonic and social gratifications have significant effects on the continuance usage intention of m-payment. Theoretically, this study contributes to the literature by showing that gamification applied in the payment significantly affects the m-payment continuance usage intention. Practically, this research informs the m-payment providers to maintain the gamification elements in their applications to ensure their sustainable use. Limitations and future research directions are also discussed.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Performance Evaluation Model for Future Weapon Systems (미래무기체계의 성능평가모형)

  • 김의환;최규명;정창모;김종윤
    • Journal of the military operations research society of Korea
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    • v.23 no.2
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    • pp.15-24
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    • 1997
  • In this paper we suggested a performance evaluation model for future weapon systems. Weapon Performance Index(WPI) model transform the characteristics of alternatives as indices. We can easily obtain WPIs of alternatives with the model. The highest WPI recommended as the best solution. The performance elements in hierachy for future weapon systems are determined by systems engineering procedure. Priorities in hierachy can be determined through survey of experts engineering procedure. Priorities in hierachy can be determined through survey of experts and statistical analysis. Utility function is formulated as a probability model and utility score is predicted on the basis of historical data about the same category of weapon systems in the world. WPI is calculate from sum of product of priorities and utility scores. The model can be applied to trade-off analysis, cost and effectiveness analysis, war game model.

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Development of Composition Elements Using AHP On Game Contents (게임콘텐츠 구성요소 도출 및 가중치 결정방법)

  • 김훈;공봉식;홍대기
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.622-624
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    • 2004
  • 게임 산업은 게임콘텐츠의 개발 및 활용을 통한 오락성과 대중성을 특징으로 하는 종합 엔터테인먼트 산업이며, 주변 산업과의 연관성이 높아 부가가치 창출이 용이한 21세기 미래 산업이다. 이러한 게임제작의 궁극적인 목적은 수요자가 만족하는 게임을 개발하여 최대한 많이 판매하는 것이므로 하나의 게임 나아가서는 게임산업의 경쟁력을 높이기 위해서 게임 공급자나 수요자가 만족하는 게임을 제작 및 개발할 수 있도록 기존 또는 향후 개발되는 게임의 만족도를 정량적으로 평가할 수 있는 모델 개발이 필요한 실정이다. AHP기법을 통하여 게임개발에 필요한 게임구성요소에 대한 설문조사 및 자료조사를 통하여 게임콘텐츠를 평가할 수 있는 구성요소를 도굴하고 이 요소들이 차지하는 비중을 판별하여 영향을 끼치는 요인의 내용과 그 크기를 평가할 수 있는 방법으로서 기여하고자 한다.

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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Battlefield Ontology for Communication Unit Mission (통신부대 임무수행을 위한 전장온톨로지)

  • Lee, Yujin;Lee, Kyong-Ho
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.667-672
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    • 2020
  • Defense M&S (Modeling&Simulation) is a tool that creates a virtual battle situation similar to the real world, measuring and evaluating the effects of war or combat elements. However, it is very challenging to consider all the possible outcomes on the battlefield. To solve this problem, we propose a battlefield ontology, which conceptualizes the data of battlefield situation with tactical considerations. The proposed battlefield ontology is evaluated based on various communication posts in war game scenarios. The battlefield ontology is expected to assist the process of quick and accurate command decisions in convoluted battlefield situations.

ATTITUDE AND CONFIGURATION CONTROL OF FLEXIBLE MULTI-BODY SPACECRAFT

  • Choi, Sung-Ki;Jone, E.;Cochran, Jr.
    • Journal of Astronomy and Space Sciences
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    • v.19 no.2
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    • pp.107-122
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    • 2002
  • Multi-body spacecraft attitude and configuration control formulations based on the use of collaborative control theory are considered. The control formulations are based on two-player, nonzero-sum, differential game theory applied using a Nash strategy. It is desired that the control laws allow different components of the multi-body system to perform different tasks. For example, it may be desired that one body points toward a fixed star while another body in the system slews to track another satellite. Although similar to the linear quadratic regulator formulation, the collaborative control formulation contains a number of additional design parameters because the problem is formulated as two control problems coupled together. The use of the freedom of the partitioning of the total problem into two coupled control problems and the selection of the elements of the cross-coupling matrices are specific problems ad-dressed in this paper. Examples are used to show that significant improvement in performance, as measured by realistic criteria, of collaborative control over conventional linear quadratic regulator control can be achieved by using proposed design guidelines.

Boids′ Behavioral Modeling based Fuzzy Flocking (퍼지 플로킹 기반의 보이드 행동 모델링)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.2
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    • pp.195-200
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    • 2004
  • Computer games use an intelligent method called flocking for boids' group behavioral modeling. Flocking can naturally model group behavioral patterns of unpredictable forms such as birds and fishes using some computer resource. In this paper, we implemented an ecosystem which is composed of predator and prey for group behavioral modeling of real underwater ecosystem. Also fuzzy logic is applied to implement instinct desire of ecosystem elements. As the result, we confirmed that the model can overcome breakdown of ecosystem and model naturally ecosystem behavior.