• Title/Summary/Keyword: Player's Behavior

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An Analysis of Player's Behavior Attributes on Social Network Game focused on the Genre of Management Simulation (소셜 네트워크 게임 플레이어의 행동속성 분석 -경영·시뮬레이션 장르를 중심으로-)

  • Kim, Mi-Jin;Kim, Yeong-Sil
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.3-10
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    • 2012
  • Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player's behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player's behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player's playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player's behavior through simplifying the player's behavior derived in SNG play experiences.

Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.127-136
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    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

Representation of Game Character Using Measurement Information of Player's Physical Status (게임 플레이어의 신체 측정 정보를 이용한 게임 캐릭터의 표현)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.7-16
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    • 2015
  • To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.