• Title/Summary/Keyword: World University Games

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The Experience and Identity Negotiation of Women Soldiers in the Participation Process of the CISM Military World Games : A Critical Feminism Approach (세계군인체육대회 참가과정에서 여성군인의 경험과 정체성 교섭 : 비판적 페미니즘적 접근)

  • Kim, Yong Kyu;Kang, Yeong Gu;Chang, Ik Young
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.437-447
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    • 2018
  • This study aims to understand the experience and identity negotiation of women soldiers in the process of participating in the CISM military world games. To do this, we selected three women soldiers who participated in the CISM military world games and conducted in-depth interviews. The data analyzed through the content analysis revealed the following results. The first are experiences from the athletic participation before entering the military. The Second is about the enlistment in the Army. The Third is about the Army life. The Fourth World Soldier Athletic competition participated in the instrument and process. The fifth is about after the Games.

Development of 3D Application For Mobile Phone Based on J2ME

  • Lee, Song-Won;Kim, Il-Myung;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.455-458
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    • 2006
  • John Carmack who invented the 3D games let us know about the great 3D world and because of the MIDP 2.0(Mobile Information Device Profilers entering, it is not a fame to achieve playing 3D games with a mobile device. The data offered by iResearch market consultation show that the figure of mobile game players all around the world will take a steady increase from 290 million in 2005 to 1030 million in 2008, and the market income will mount up from $10,200 million to $52.000 million.3D games will be a current, the most famous kind of mobile games. In this paper I design 3D application based on J2ME (Java 2 Micro Edition) and implement a freely removable 3D object which happened in a 3D scene by receiving the keyboard response of mobile device with WTK (Wireless Too.Kit) simulator.

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The Analysis of Online Games with the Lens of Interactivity: The Case of World of Warcraft (상호작용성 관점의 온라인 게임 분석: World of Warcraft를 중심으로)

  • Kim, Yong-Young;Jin, Seok-Hyung;Kim, Mi-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3486-3494
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    • 2010
  • It is of great importance to categorize the genres of online games in order to get a useful conceptual framework. The reason for this is so that we can distinguish between the similarities and differences between the types of games. Most of researches, however, have not provided common criteria, other than subjective criteria or experiences. This paper finds the fundamental characteristic of games, that is, their interactivity and develops a conceptual framework including primary and corresponding participants, and controlling characters. Through an empirical research on World of Warcraft, this study shows that the framework is comprehensive covering all of interactivity at WoW and an useful tool for analyzing online games.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • v.14 no.1
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    • pp.57-69
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    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.

Procedural Quest Generation by NPC in MMORPG (MMORPG에서 NPC중심의 절차적 퀘스트 생성)

  • Jeong, Bo-Gyun;Cho, Sung Hyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.19-28
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    • 2014
  • This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

Spatial Analysis of Mobile Augmented Reality Games (모바일 증강현실 게임의 공간 분석)

  • Kim, Hyo-Joung;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.5-14
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    • 2019
  • This essay analyzes space in augmented reality games, and attempts to offer space analytic standards of mobile augmented reality games in regards to space in existing games. This article proposes categorizing criteria based on the following factors: Analysis of space in existing games, Jason Jerald's Three Virtual Space Horizon Categories, interaction between virtual world and real world, and Lavroff's Three deciding factors of reality perception in virtual reality. It is meaningful that the analysis criteria of the Augmented Reality game space is presented through this analysis.

A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.29-36
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    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

Learning in the WTO/DDA Negotiations?: An Experimental Study

  • Sung, Hankyoung
    • East Asian Economic Review
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    • v.19 no.3
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    • pp.243-273
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    • 2015
  • The purpose of this paper is to identify learning in games in experimental economic settings, and apply their results to real multilateral trade negotiations, such as the Doha Development Agenda (DDA) in the World Trade Organizations (WTO). This paper argues that the structure of games including a veto player (Veto games) is similar to the WTO/DDA negotiations in that the players do not possess identical power. This paper's main contribution to the literature involves showing that learning about power is dominant over learning from simple repetition in Veto games. Additionally, this paper shows that players are concerned about how much they have gained in previous games in Veto games, although their memories generally do not last beyond the next game, and thus they tend to be selfish as they have less shares. Based on these results, there is a possibility to be more generous in the distribution of benefits by allowing players without veto power to retain special rights so that they would not be totally powerless. It also shows the necessity of having "respite" in the process of negotiations and policy options for choosing partners for winning coalitions.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.661-668
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    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

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