• Title/Summary/Keyword: Korean games

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On an ptimization problem of evasion parameters In minmax differential games

  • Yugai, L.P.
    • Bulletin of the Korean Mathematical Society
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    • v.34 no.4
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    • pp.495-508
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    • 1997
  • The problem of optimization in choosing of evasion parameters in differential games is considered. Existence of optimal parameters is proved and algorithm of their is shown. The example is cited. This work adjoins investigations [1-11].

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ON PURE-STRATEGY EQUILIBRIA IN MATRIX GAMES

  • Yoon, Tae-Hwan;Kwon, O-Hun
    • Bulletin of the Korean Mathematical Society
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    • v.37 no.2
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    • pp.377-385
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    • 2000
  • In this paper we find a sufficient condition to guarantee the existence of pure-strategy equilibria in matrix games. In the process of formulating our condition, the alternative theorem of Farkas is used. The formulated condition is necessary and sufficient to the existence of pure-strategy equilibria in undominated matrix games.

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Development and Application of an Evaluation Tool for Serious Games (기능성 게임 평가 도구 개발 및 적용)

  • Jung, Hana;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.401-412
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    • 2014
  • The main purpose of this research is to develop and apply an evaluation tool of serious games for science learning. To develop the evaluation tool, probing references and analyzing previously generated evaluation tools and softwares were carried out. After that, 17 experts in elementary science education appraised serious games, 'milc & seereal', made by Gwacheon National Science Museum with the evaluation tool. The findings on the characteristics of good serious games from assessments are as follows; The learning objects of the games are coincident with national science curriculum, they strongly stimulate the students' motivation, the interfaces are neat and pretty useful for users to get informations, games are easy to maintain, inexpensive, and moral. When we develop or select serious games for science class, the strengths of good games should be considered.

Correlates of Body Mass Index, Perceived Health Status, and the Needs of Functional Games for the Elderly in Korea (한국노인의 체질량지수, 주관적 건강상태와 기능성게임 요구도의 상관성 조사)

  • Lim, Kyung-Choon
    • Journal of Korean Biological Nursing Science
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    • v.17 no.1
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    • pp.60-70
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    • 2015
  • Purpose: The purpose of this study was to explore the correlates of body mass index (BMI), perceived health status (PHS), and the needs of functional games for the elderly in Korea. Methods: This is a descriptive study with convenience sampling. The data were collected from 363 older adults in S city who completed questionnaires asking about their BMI, PHS, needs for functional games, and general characteristics. Using the SPSS 20.0 program, data were analyzed. Results: The mean age was 65.4(${\pm}4.75$), ranging between 60-83 years old. Among the 363 subjects, 75.2% who were male, 55.9% chose "functional games are necessary," and 25.3% selected "functional games are absolutely necessary" for the elderly. There were statistically significant correlations between current PHS and comparing health to others (r=.827, p<.001), depression (r=-.330, p<.001), age (r=-.113, p=.032), respectively. In addition, there was a statistically significant correlation between comparing health to others and depression (r=-.292, p<.001). Conclusion: The study findings show that older adults have distinct needs and interests for functional games. Thus, we need to develop senior functional games to help make older adults more active with greater enjoyment to gain more health benefits. Interdisciplinary team approaches would work well for developing functional games in Korean considering the preferences of older people are similar.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

The Impact of Child/Teacher Initiated Math Games on Children's Mathematical Ability (유아와 교사의 주도적 수학게임 교수-학습방법이 유아의 수학적 능력에 미치는 영향)

  • Kim, So Hyang;Ahn, Gyoung Suk
    • Korean Journal of Child Studies
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    • v.28 no.3
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    • pp.133-148
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    • 2007
  • The 90 children in this study were grouped with 30 each in the experimental group, and the 2 comparison groups. Research methods over 8 weeks were in the sequence starting from teacher/assistant teacher education, then pretest, followed by development-adaptation of experimental model of math games, and post-test. The experimental group conducted child-initiated math games, comparison group I children proceeded with teacher-initiated math games, and comparison group II children proceeded with co-initiated math games. Statistical evaluation was by ANOVA and ANCOVA. Findings were that the child-initiated math game group scored higher on children's mathematical ability than the two comparison groups. Boys in the experimental group scored higher on children's mathematical ability than girls.

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The Effects of Playing Video Games on Children's Visual Parallel Processing (아동의 전자게임 활동이 시각적 병행처리에 미치는 영향)

  • Kim, Sook Hyun;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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Optimal strategies for collective Parrondo games (집단 파론도 게임의 최적 전략)

  • Lee, Ji-Yeon
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.6
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    • pp.973-982
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    • 2009
  • Two losing games that can be combined, either by periodic alternation or by random mixture, to form a winning game are known as Parrondo games. We consider a collective version of Parrondo games in which players are allowed to choose the game to be played by the whole ensemble in each turn. In this paper, we analyze the long-range optimization strategy for all choices of the parameters and find the expected average profit in the steady state.

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Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.