• Title/Summary/Keyword: board game

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A Study on Intended Game Over Situation Management System for Network Board Game (네트워크 보드 게임에서의 임의 종료 관리 시스템에 대한 연구)

  • Kwon, Jang-Woo;Ryu, Hyun-Jea
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.321-330
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    • 2007
  • The objective of this study is to increase the credibility of online board game and to improve the process of user management system to resolve the negative and time consuming complaints of 'intended game over' caused by other online users who arbitrary stop the game. The suggested system would create profits to company with less investment in time and expenses regarding the forced game over through the online realtime game management system.

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Analysis of General Characteristics and Structural Characteristics Centering on Offline Board Games (오프라인 보드게임을 중심으로한 일반적 특성과 구조적 특성 분석)

  • Park, Bo-Ra;Lim, Hee-Jung;Lee, Ye-Jin;Yi, Ryun-Jae;Yang, Yeong-Ae
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.234-242
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    • 2017
  • This study selected 60 board games that have a high sales rate and awareness in the board game market, and analyzed 37 board games that were selected through the advice of experts. According to the analysis of general characteristics, there was the highest number of board games that more than 2 people could participate and people from ages 7 to 11 could use, and the most common play time was from 20 minutes to 30 minutes. Also, there was the largest number of board games produced in 2000s, and Germany was the most common producer of board games. Next, the content analysis showed that abstract strategy was the most common game genre, and cognitive domain was the most common in the development area. The analysis based on how to play the game showed that games that had to go through 4 stages were the most common. Card games were the most common form of game, group was the most common in organization form, and reaching goal was most common among result analysis method. According to the analysis of correlation by items, the number of people and work analysis had a statistical correlation, and the playing age, time, and genre had a correlation. The origin of the game and game genre were also correlated to each other, and game form, game genre, organization form, and result analysis had a statistical correlation as well. The purpose of this study is to analyze the board game in terms of structural characteristics and to provide a foundation for future research.

How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

A Street-Child's Board Game: the Endless Quest for Respectability in Ragged Dick

  • Kim, Soyoun
    • Journal of English Language & Literature
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    • v.64 no.2
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    • pp.187-201
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    • 2018
  • Horatio Alger's Ragged Dick (1868) betrays the economic and social system of nineteenth-century America through a self-reformative bootblack's quest for respectability. Being considered a space of constant danger, nineteenth-century New York City serves as a game board, and both visitors and residents of the city are supposed to avoid dangers while moving across its space. Dick Hunter, the juvenile protagonist of the novel, illustrates a street-child who starts his game of life from the backline of the game board. Continuing his quest for respectability, not only must he abandon the bad habits that he acquired as a street-child, but he also must avoid thieves and swindlers just like a tourist or like a player of nineteenth-century American board games. As Dick's social rise goes parallel with his movement in the city space, his entrance to a bank brings him the access to other respectable places, and a series of entrance turns him into a legitimate subject in the official system of the American society. While he continues his game of life successfully with the help of gentlemen patrons, in reality it is almost impossible for a disadvantaged player to escape the backline of the society. Thus, Dick's success story presents Alger's fantasy about the ideal economic system in which materials and persons are endlessly circulated.

Studies on Young Children's Strategic Thinking in the Board Games (보드게임 과정에서 나타난 아동의 전략적 사고에 관한 탐색적 연구)

  • Lim, Soo Jin;Lee, Hye Won
    • Korean Journal of Child Studies
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    • v.28 no.4
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    • pp.265-276
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    • 2007
  • The purpose of this study is to analyze the types of children's strategic thinking in the board games. Subject were 98 5-7-year-old children were participated in this study. Children divided by age were provided the same board game. Strategies used by the children to play the game were classified by age. The observational results were as follow; 1)Children used 9 strategies. Comparing to Kamii's study, children utilized 2 more strategic thinking. 2)Children used different game strategies based on children's age. Results showed that game strategies differentiated by child's age: five-year-olds used fewer strategies and older children applied a wider range of strategies.

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Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game (강화학습을 이용한 줄고누게임의 인공엔진개발)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.93-99
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    • 2009
  • Game program manufacture had been classed by 3D or on-line game etc. simply. But, atomized game programmer's kind now. So, Artificial Intelligence game programmer's role is important. This paper used reinforcement learning algorithm for Jul_Gonu board characters to learn, and so they can move intelligently. To compare a learned character to an random one, a board game was created, and then they fought against each other. As a result, learned character‘s ability was far more improved.

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A Model of Storytelling Board Game based on Motif (모티프를 활용한 스토리텔링 보드 게임 개발)

  • Ahn, Jin-kyoung;Park, Hyoung-eun
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.15-24
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    • 2016
  • The purpose of this study is to propose a storytelling board game model using cards, focusing on motif theory illustrated at , a type of software that supports story-making. First, the study categorizes storytelling board games into 4 types, then sets a development objective. Furthermore, after creating a 205 types of motif cards according to motif categorizing system, the study presents development model of both basic and expansion mode. The study aims to verify its game characteristics and elaborate its model through focus group tests henceforth.

An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.109-116
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    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.

AR-Geister (증강현실 기반의 가이스터 게임)

  • Kim, Jin-Gook;Kim, Byung-Chul;Lee, Hye-Sun;Lee, Jong-Weon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.31-38
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    • 2007
  • Recently, he trend of the game culture have been changed rapidly from offline games to online games. This change drives the advancement of online games, but it causes the standardization of the game culture. Few years ago, there was a rising interest in board games. Board cafes, place for playing board games, are spread over Korea rapidly because board games give players connectedness through direct social interactions that is lacking from online games. However, the board games lose their popularity because of their complex rules and expensive cost. In this paper, we would like to develop the system using Augmented Reality(AR) that could easy the problems caused by the complex rules of the board games.

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Consideration on Role and Functions of Game Rating Board (게임물등급위원회의 발전방향 모색)

  • Kim, Chan-Soo;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.114-122
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    • 2007
  • Recently, Game Rating Board has been established. It is to follow worldwide trend in building up publicity, autonomy and professionalism under the framework to assure freedom of expression. This article analyzed major nation's game rating system, and showed some points to need improvement which are to have more detailed classification in game rating, to modify contents descriptor, to appoint committee members with expertise on game, to revise articles to be capable of misuse, and to become a nongovernmental organization.