• Title/Summary/Keyword: Two-Level Games

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Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • v.13 no.3
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

A Study on the Negotiation on Management Normalization of GM Korea through the Two-Level Games (양면게임 이론으로 분석한 한국GM 경영정상화 협상연구)

  • Lee, Ji-Seok
    • Korea Trade Review
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    • v.44 no.1
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    • pp.31-44
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    • 2019
  • This study examines the normalization of Korean GM management between the Korean government and GM in terms of external negotiation game and internal negotiation game using Putnam's Two-Level Games. In addition, GM's Win-set change and negotiation strategy were analyzed. This analysis suggested implications for the optimal negotiation strategy for mutual cooperation between multinational corporations and local governments in the global business environment. First, the negotiation strategy for Korea's normalization of GM management in Korea can be shifted to both the concession theory and the opposition theory depending on the situation change and the government policy centered on the cautious theory. Second, GM will maximize its bargaining power through 'brink-end tactics' by utilizing the fact that the labor market is stabilized, which is the biggest weakness of the Korean government, while maintaining a typical Win-set reduction strategy. GM will be able to restructure at any time in terms of global management strategy, and if the financial support of the Korean government is provided, it will maintain the local factory but withdraw the local plant at the moment of stopping the support. In negotiations on the normalization of GM management in Korea, it is necessary to prepare a problem and countermeasures for various scenarios and to maintain a balance so that the policy does not deviate to any one side.

Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.

The Relationships Among Children's/Adolescents' Frequency Levels of Playing Internet Games, Motives for Playing Internet Games and Adaptation to School (아동 및 청소년의 인터넷 게임 사용수준에 따른 인터넷 게임 이용동기와 학교생활 적응)

  • Byun, Sung-Hee;Kim, Jung-Min
    • Journal of Families and Better Life
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    • v.25 no.2 s.86
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    • pp.47-58
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    • 2007
  • The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.

Study on Influencing Factors of Camera Balance in MOBA Games - Focused on (MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로)

  • LI, JING;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

The effectiveness of an early intervention program based on electronic games in developing the visual perception of children with intellectual disabilities within the age group 2-5 years

  • Felemban, Bashayer Muhammed;Alqudah, Derar Mohammed
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.322-332
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    • 2022
  • The current research aimed to ascertain the effectiveness of the early intervention program based on electronic games in developing the visual perception of children with intellectual disabilities within the age group of (2-5) years, using the quasi-experimental approach with one group, and the study sample consisted of (11) children with disabilities. Simple and medium intellectuals enrolled in the early intervention program at the Successful Communication Center for Day Care in Makkah Al-Mukarramah and were deliberately selected. To achieve the research objectives, the researchers prepared and applied the visual perception scale after ensuring its validity and stability. Three electronic games were also designed and applied to the sample for (17) sessions. The results showed the effectiveness of the electronic games program in developing the visual perception of children with intellectual disabilities within the age group (2-5) years and maintaining this improvement over time. Where the results showed that there were statistically significant differences at the level (α = 0.05) between the grades of the group children in the pre and post-measurements on the visual perception skills scale for children with intellectual disabilities in the post-measurement after applying the program, in favor of the post measurement. The results also showed that there were no statistically significant differences at the level (α = 0.05) between the grades of the group children in the two post and follow-up measurements on the visual perception skills scale for children with intellectual disabilities in the follow-up measurement which indicates the long-term impact of the program. The researchers recommend the necessity of activating educational programs based on various electronic games to develop the visual perception of children with intellectual disabilities and employ them effectively in the educational process for children with intellectual disabilities.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

A Study on Differences in Flow and Loyalty according to the type of Online Game players (게임 플레이어 유형에 따른 몰입 및 충성도 연구)

  • Lee, June-Young;Lee, Je-Sung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.71-80
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    • 2017
  • In this study, the differences in flow and loyalty according to the type of online game players were analyzed. Game players spending more than two hours per week were found to have statistically significant higher degree of flow than players spending less than two hours a week. Players who play games for more than three hours a week were found to have higher degree of loyalty than players spending less than those who played for an hour a week. Players who played games for more than six months showed statistically significant higher degree of flow than players who played less than six months. Players who played games six to nine months showed higher degree of loyalty than players who played under three months. High-level/status game players showed higher degree of flow and loyalty than low-level/status game players.

The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy (게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과)

  • Pyo, Myung-Hwa;Lee, Young-Man
    • 한국초등상담교육학회:학술대회논문집
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    • 2004.01a
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    • pp.105-118
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    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

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A Hierachical Controller for Soccer Robots (축구로봇을 위한 계층적 제어기)

  • Lee, In-Jae;Baek, Seung-Min;Sohn, Kyung-Oh;Kuc, Tae-Yong
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.9
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    • pp.803-812
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    • 2000
  • In this paper we introduce a model based centralized hierarchical controller for cooperative team of soccerplaying multiple mobile robots. The hierarchical controller is composed of high-level and low-level controllers. Using the coordinates information of objects from the vision are simple models of multiple mobile tobots on the playground. Subsequently, the high level controller selects and action model corresponding to the perceived state transition model and generates subgoal and goal-velocity, from which the low level controller generates trajectory of each wheel velocity of the robot. This two layered simplicity. The feasubility of the control strategy has been demonstrated in an implementation for real soccer games at a MiroSot league.

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