• Title/Summary/Keyword: Game text

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Performance analysis of volleyball games using the social network and text mining techniques (사회네트워크분석과 텍스트마이닝을 이용한 배구 경기력 분석)

  • Kang, Byounguk;Huh, Mankyu;Choi, Seungbae
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.619-630
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    • 2015
  • The purpose of this study is to provide basic information to develop a game strategy plan of a team in a future by identifying the patterns of attack and pass of national men's professional volleyball teams and extracting core key words related with volleyball game performance to evaluate game performance using 'social network analysis' and 'text mining'. As for the analysis result of 'social network analysis' with the whole data, group '0' (6 players) and group '1' (11 players) were partitioned. A point of view the degree centrality and betweenness centrality in 'social network analysis' results, we can know that the group '1' more active game performance than the group '0'. The significant result for two group (win and loss) obtained by 'text mining' according to two groups ('0' and '1') obtained by 'social network analysis' showed significant difference (p-value: 0.001). As for clustering of each network, group '0' had the tendency to score points through set player D and E. In group '1', the player K had the tendency to fail if he attack through 'dig'; players C and D have a good performance through 'set' play.

Implementation of the Smombie (smartphone zombie) VR experience game using Google Cardboard and Bluetooth controller (구글 카드보드와 블루투스 컨트롤러를 이용한 스몸비(스마트폰 좀비) VR 체험 게임)

  • Kim, Ji-hyun;Seo, Mi-hye;Yang, Seon-young;Lee, Bo-hyun;Jin, I-seul;Park, Su e;Park, Jung-kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.212-215
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    • 2017
  • In this paper, VR game was produced to inform the danger of using smartphone while walking and to raise awareness. In this VR games, you can experience Smombie (smart phone and zombie compound word) like a real situation by using Google card board and Bluetooth controller. Designed as a directions game of everyday material, the user indirectly experiences the dangerous situations that may actually occur in everyday life. In the virtual space, you can see the map on the smartphone, navigate the route, and send text messages using the controller during the game. We will explain how to implement smartphone map and send text message using controller which are the main functions of VR game.

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Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.

Design and Implementation of Story-Based Text Reasoning Mobile Game (스토리기반 텍스트 추리 모바일 게임 설계 및 구현)

  • Choi, ChiHoon;Oh, JaeYong;Shin, HyeonJu;Youn, SangHyun;Choi, JaeHong;Ju, YongWan;Lee, JunDong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.595-597
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    • 2022
  • 2020년 기준 국내 게임 시장은 작년 대비 21.3%가 증가하였으며, 그 중 모바일 게임 시장은 전체 게임 시장의 57.4%를 점유하고 있다. 이는 전년 대비 약 40% 성장한 모습으로 모바일 기기의 접근성과 성능의 향상으로 질 좋은 게임들을 장소에 구애받지 않고 즐길 수 있기 때문이다. 본 논문은 "김 탐정과 이상한 마을"이라는 모바일 게임을 설계하고 구현한다. 김탐정이 이상한 마을의 촌장에게 의뢰를 받아 마을에서 일어나는 사건들을 조사하여 사건들을 해결하는 스토리기반 텍스트추리 모바일게임이다. 게임의 스토리를 바탕으로 도트 프로그램과 포토샵을 이용하여 게임 배경, 캐릭터 디자인을 하였으며, 유니티를 이용하여 구현하였다.

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An Apply of Structuralistic Storytelling Model to Game Design (구조주의적 스토리텔링 모델의 게임에의 적용 가능성)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.9-20
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    • 2011
  • This article attempts to analyze story of computer game by structuralistic storytelling model. The storytelling model is mainly used in traditional media. But the model is made not only by analyzing the text of story but also chasing the human psychological instinct, so I thought that it is applicable to computer games. Tetris, one of classical game was the object of analysis in this article. As a result, the 7 archetype and 12 journey of hero storytelling model were also available in tetris. The characteristic that the game user becomes protagonist itself must have been taken into account while analyzing game.

A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.87-102
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    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
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    • v.61 no.3
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    • pp.475-492
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    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.

Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.147-160
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    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • v.8 no.1
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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