• Title/Summary/Keyword: Perspective of Game

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A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.119-128
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    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.

A Study on Resolving Prisoner's Dilemma Using Incentives and Penalties (인센티브 및 패널티를 적용한 죄수의 딜레마 해소 방안에 관한 연구)

  • Lee, Jinho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.4
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    • pp.39-48
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    • 2019
  • This paper considers the Prisoner's Dilemma Game in which there exists a dilemma that the best response is that both players are to confess, but doing not confess can give a higher gain to the both players in a social perspective. To resolve such a dilemma in the game, an incentive model to encourage to confess and a penalty model for being imposed when not confessing are introduced, respectively. Then, the conditions are characterized under which incentive or penalty involved in the game's payoffs can make the game rational without a dilemma on both the personal and social perspectives, by taking the payoff values as variables with the incentive and penalty factors. Furthermore, it turns out that the resulting values of incentive and penalty are inversely proportional to each other, and thus, obtaining one of these amounts can provide the other. Simple examples are shown to interpret the theoretical verifications of our models, and randomly generated data based simulation results investigate the tendency of incentive and penalty and the resulting game values for a variety of instances. These results can provide a framework on resolving the dilemma by artificially putting incentive or penalty, although it is careful to apply more generalized real world games.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

Performative Writing of Coding Game (코딩 교육용 게임에 나타난 수행적 글쓰기 - 를 중심으로)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.51-62
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    • 2016
  • This study tries to present a new perspective for the coding and coding education. Therefore, this study analyzes coding game as performative writing. First, coding as writing process has the mechanism of serial expansion and circulation by utilizing basic code blocks. And coding as writing process produces a meaning as unit operation that generate an emergent game play. Second, coding as performative writing displays the speaking and writing at the same time and is embodied in game play. Also, absence of failure and correction makes possible users to explore the problem area and to strengthen the problem-solving ability.

How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method (경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로)

  • Kim, Sang-Soo
    • Information Systems Review
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    • v.7 no.1
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    • pp.41-63
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    • 2005
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is Business Simulation Game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper introduce a business simulation game developed by joint effort of business professors and a software firm for last three years and suggest the method of business education using this business simulation game. First of all, the development process, architecture and procedure of business simulation game are summarized. From a perspective of business education, the effect and advantage of business simulation game, sample syllabus, course outlines, users, missions and evaluation method are also addressed.

Analysis of the Success Factors of Open Innovation fromthe Perspective of Cooperative Game Theory: Focusing on the Case of Collaboration Between Korean Large Company 'G' and Startup 'S' (협조적 게임이론 관점에서 본 대기업-스타트업 개방형 혁신 성공 요인 분석: 대기업 'G사'와 스타트업 'S사'의 협업 사례를 중심으로)

  • Jinyoung Kim;Jaehong Park;Youngwoo Sohn
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.2
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    • pp.159-179
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    • 2024
  • Based on the case of collaboration between large companies and startups, this study suggests the importance of establishing mutual cooperation and trust relationships for the success of open innovation strategy from the perspective of cooperative game theory. It also provides implications for how this can be implemented. Due to information asymmetry and differences in organizational culture and decision-making structures between large companies and startups, collaboration is likely to proceed in the form of non-cooperative games among players in general open innovation, leading to the paradox of open innovation, which lowers the degree of innovation. Accordingly, this study conducted a case study on collaboration between large company 'G' and startup 'S' based on the research question "How did we successfully promote open innovation through cooperative game-type collaboration?" The study found that successful open innovation requires (1) setting clear collaboration goals to solve the organizational problem between large companies and startups, (2) supporting human resources for qualitative growth of startups to solve reliability problems, (3) leading to strategic investment and joint promotion of new projects to solve the profit distribution problem. This study is significant in that it contributes to expanding the discussion of the success factors of open innovation to the importance of interaction and strategic judgment considering the organizational culture and decision-making structure among players, and empirically confirming the success conditions of open innovation from the perspective of cooperative game theory.

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Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

Stochastic MAC-layer Interference Model for Opportunistic Spectrum Access: A Weighted Graphical Game Approach

  • Zhao, Qian;Shen, Liang;Ding, Cheng
    • Journal of Communications and Networks
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    • v.18 no.3
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    • pp.411-419
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    • 2016
  • This article investigates the problem of distributed channel selection in opportunistic spectrum access networks from a perspective of interference minimization. The traditional physical (PHY)-layer interference model is for information theoretic analysis. When practical multiple access mechanisms are considered, the recently developed binary medium access control (MAC)-layer interference model in the previous work is more useful, in which the experienced interference of a user is defined as the number of competing users. However, the binary model is not accurate in mathematics analysis with poor achievable performance. Therefore, we propose a real-valued one called stochastic MAC-layer interference model, where the utility of a player is defined as a function of the aggregate weight of the stochastic interference of competing neighbors. Then, the distributed channel selection problem in the stochastic MAC-layer interference model is formulated as a weighted stochastic MAC-layer interference minimization game and we proved that the game is an exact potential game which exists one pure strategy Nash equilibrium point at least. By using the proposed stochastic learning-automata based uncoupled algorithm with heterogeneous learning parameter (SLA-H), we can achieve suboptimal convergence averagely and this result can be verified in the simulation. Moreover, the simulated results also prove that the proposed stochastic model can achieve higher throughput performance and faster convergence behavior than the binary one.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

Mathematical Study on the Removal of the Go Stones (바둑돌 줍기에 관한 수학적 연구)

  • Lee, Gwang Yeon;Cho, Seong Hoon;Yang, Seung Bum
    • Journal for History of Mathematics
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    • v.25 no.4
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    • pp.101-119
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    • 2012
  • The removal of the Go Stones is a game that anyone can play through simple rules. It is not only an interesting game but also a mathematical game that requires comprehensive knowledge of several mathematical theories. Through analyzing the rules and theories of this game, students can get a new mathematical perspective and recognize something that they didn't realize as important before. Furthermore, this game is given to students as a mathematical problem unconsciously. This helps them get a mathematical approach to understanding the actual concept of the problem as well as the basic principle of the problem.