• Title/Summary/Keyword: games with a purpose

Search Result 343, Processing Time 0.031 seconds

The Analysis of Composition and Characteristic in Olympics Cultural Program: Focusing on the 1988 Seoul Olympics and the 2018 PyeongChang Winter Olympic Games (올림픽 문화프로그램의 구성과 특성 분석 - 1988 서울올림픽과 2018 평창동계올림픽을 중심으로 -)

  • Lee, Ji-Yeon;Son, Jeung-Woo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.4
    • /
    • pp.187-206
    • /
    • 2021
  • The purpose of this study is to analyze the compositions and characteristics in cultural programs of the 1988 Seoul Olympics and the 2018 PyeongChang Winter Olympic Games. A research method was considered the developmental aspects of Cultural Olympics in all-time Olympic Games and the cases of Cultural Olympics in a host country through a documentary research method. The compositions and characteristics in cultural programs of the 1988 Seoul Olympics and the 2018 PyeongChang Winter Olympic Games were diversely analyzed. The results are as follows. First, a concept of a cultural program was deepened and developed at the 1992 Barcelona Olympics. In the wake of the 2010 Vancouver Olympics, IOC published the Cultural Olympic Guide. Through the 2012 London Olympics, the Cultural Olympic Guide was revised. Second, the cultural programs of the 1988 Seoul Olympics and the 2018 PyeongChang Winter Olympic Games showed the characteristics of image change & status and of the international exchange strengthening in a host country and a holding city. Third, in terms of cultural programs, the 1988 Seoul Olympics comprised the celebrations, performances & exhibitions amid the Culture and Arts Festival, and the International Academic Conference. The 2018 PyeongChang Winter Olympic Games were composed of performances, exhibitions, festivals, humanities & experience, and educational events. Fourth, the 1988 Seoul Olympics included the key element of forming a program that equally has the characteristics with the harmony between tradition and modernity, with the promotion of the excellence in Korean traditional culture & the spread in a bond of sympathy, and with various cultures and arts in each region. Also, the 2018 PyeongChang Winter Olympic Games pushed ahead with the strategy dubbed 'The Olympics in which there is culture day after day, in which provincial residents participate, and in which the cultural heritage is left' in order to systematically expedite the cultural Olympics.

Research on Understanding of Game Information for the Elderly (중.노년층의 컴퓨터 게임이용과 인식에 대한 연구)

  • An, Jeong-Shin
    • The Korean Journal of Community Living Science
    • /
    • v.19 no.2
    • /
    • pp.235-244
    • /
    • 2008
  • The purpose of this study was to examine the elderly generation's understanding of game information and for recognition of computer based games as a recreation activity for the mid-to late adults. This study investigated game use and personal thoughts about the influences of computer games on each generation. The study was conducted by survey with the subjects being 242 adults aged 40 to 72 living in Busan and Kyung-nam area. Findings indicated that 43.5% of adults used computers to access games. The purposes for computer use were: business, searching portal sites, and games. 44.8% of adults knew about game information education. 67.4% of adults who had someone as a game information resource reported that their children provided the game information. Most adults used arcade games and recognized the influences of game information as positive to adults and the elderly but negative to children and adolescents. Finally, the adults aged "after mid-life" who knew about game information education showed higher ego-integrity and psychological well-being. These findings have implications for the development of elderly education programs aimed at promoting quality of life for older adults.

  • PDF

A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.51-59
    • /
    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

The Effects of Nutrient Intake and Screen Time(Television Viewing and Computer and/or Video Games) on Preschool Children Obesity (영양소 섭취량과 스크린 시간이 학령 전 아동의 비만에 미치는 영향)

  • Pan, Ju-Young;Choi, Mi-Ja
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.21 no.2
    • /
    • pp.185-193
    • /
    • 2011
  • The purpose of this study was to determine the effects of nutrient intake, screen time (television viewing and computer and/or video games) and physical activity on obesity in preschool children. Recruitment began in January 2008 by distributing letters to mothers who had children aged 6 years enrolled in daycare. Dietary intakes were obtained from the children's mothers, using the 24-hour recall method. The average height and weight of the children were 114.2 cm and 20.3 kg, respectively. Mean age, body weight, height and Kaup index were not significantly different between groups consisting of boys or girls. Assessment by the Kaup index showed that 14.0% of children were underweight, 69.0% were normal weight, 13.0% were overweight, and 4% were obese. The daily intakes of calcium, potassium, fiber, and folic acid in the group of boys were 77.7%, 58.5%, 80.4% and 88.9% respectively. as compared with the DRIs. The daily intakes of calcium, potassium, fiber, and folic acid in the group of girls were 77.7%, 58.5%, 80.4% and 88.9%, respectively. as compared with the DRIs. Intakes of protein, phosphorus, iron, zinc, vitamin A, thiamin, riboflavin, niacin, vitamin C, and vitamin E were higher than the DRIs. There were no difference among 3 groups (underweight, normal, overweight) in energy or nutrient intake. Preschool children with screen time (TV viewing and computer and/or video games use time) of >2 hours per day had significantly higher Kaup index values, and intakes of energy, carbohydrate, folic acid and zinc. In conclusion, preschool children with reported screen time (TV viewing and computer and/or video games use time) of >2 hours per day were fatter. Therefore, we need further investigate the relation between diet and screen time in preschool children to improve future nutrition education programs. Further studies are required to explore the effects of food intake and screen time (TV viewing and computer and/or video games use time) over a longer period of time.

A Game Computing Environment and a Guideline for Developing 3-Dimensional Racing Games (3차원 레이싱 게임의 컴퓨팅 환경과 개발 방법)

  • Jang, Hyun-Duk;Kim, Seong-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.9 no.6
    • /
    • pp.1226-1233
    • /
    • 2005
  • The purpose of this paper is to overview the recently changed environments of developing a computer game software and propose an appropriate developemnt methodology to these environments. For the speed of playing 3-dimensional games in window-based environments of personal computer, we investigated DirectX as a game development library and suggested a guideline for developing 3-dimensional computer games which is compatible with various hardware platforms and keep up a fitting speed of game-playing.

A case study of model for playability and effectiveness analysis of serious games (기능성게임의 게임성과 효과성 분석 모델 사례 연구)

  • Yoon, Taebok;Kim, Min Chul
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.111-120
    • /
    • 2018
  • Serious games are developed not only as a means of enjoying fun, but also as a special purpose in various fields such as education, medicine, public relations, and management. Such a serious game should have the effect of meeting the specific purpose with the game of the general game. However, it is difficult to show both game performance and effectiveness. This study examines game performance and effectiveness of serious game, and suggests a method of finding model of superior serious game. In the experiment, we examined the game performance of some commercial and general games using the proposed method and confirmed the meaningful results.

Analysis of the outcome for the Korean Pro-Basketball games using Regression models (회귀모형을 이용한 한국프로농구 승부결과 분석)

  • Jhang, Hyo Jin;Kwak, Hyun;Choi, Seung Hoe
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.25 no.5
    • /
    • pp.489-494
    • /
    • 2015
  • The purpose of this paper is to analyse outcomes of Korean Pro-basketball games using regression models. Both Classic Fuzzy Regression Model and Fuzzy Regression Model applying linguistic variables were used to meet the purpose of the paper. In General Regression Analysis, in which the results of games are expressed and analyzed through score differences, a regression model is proposed considering influential variables for the score differences of the two teams. In Fuzzy Regression Analysis, the results are sorted into six different literal expressions, 'win with large margin, win with moderate margin, win with narrow margin, defeat with narrow margin, defeat with moderate margin, and defeat with large margin'. Athletic performances and team work of each teams were expressed in fuzzy number to analyse how much athletic performances and team work affect results of games. This paper referred back to 2013-2014 season data provided by KBL(Korean Basketball League) and professional columns on Korean basketball analysis.

A Study on Development Methods of Serious Game (기능성 게임의 발전 방향에 관한 연구)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae;Kim, DaeYoung
    • Journal of the Korea Convergence Society
    • /
    • v.2 no.2
    • /
    • pp.21-26
    • /
    • 2011
  • Currently, Many serious games which combine original purpose of each fields with fun of a game has been developing in the country, abroad. This paper describes problems of development of serious game which based on the paper, analyzed development status of serious games in the country and abroad, proposes development methods. This paper should help to growth serious games industry.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
    • /
    • v.12 no.5
    • /
    • pp.460-479
    • /
    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.8
    • /
    • pp.13-20
    • /
    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.