• Title/Summary/Keyword: play(Game)

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A Study on Process-centered Behavioral Experience for Alternative Interpretation of Game Addiction (게임 중독의 대안적 해석을 위한 과정중심적 행위 경험에 대한 연구: 집단적 게임 이용을 중심으로)

  • Youk, Eun-Hee
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.19-32
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    • 2022
  • This study examined how the use of co-game play, which implies specific behavioral condition, changes the influence and direction of the sensation seeking, gender, and identity stability, which are predictors on game addiction. The results of this study are as follows. First, sensation seeking had no significant effect on game addiction. However, the main effect of co-play on game addiction was confirmed. Second, the moderating effects of gender on co-play and game addiction were significant. It indicates that co-play has a greater impact on game addiction in female than male.

3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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Simulation of Entropy Decrease in Puzzle Game Play (퍼즐 게임 플레이에 나타난 엔트로피 감소의 시뮬레이션)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.19-30
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    • 2013
  • This Study analyzes dynamic of a puzzle game play by applying entropy law. Entropy is a concept that a quantitative measure of the amount of thermal energy not available to do work in a closed system. And amount of entropy can be measured only if we see the closed system as whole, the field. Puzzle game is also closed system. When player moves an object in game, it change a relationship among objects in play field. In , through an act of position change, player sustains a play field active. In respect of an entropy, this kind of play is considered as pursue of usability of the energy. In , player piles up objects without empty space. In respect of an entropy, this kind of play is considered as pursue of the order. Likewise, puzzle game play can be considered as simulation of a human's pursue of the order in an entropy increasing physical world. And this pursue is a driving force of puzzle game play.

Study on User Play of Motion-Based Game : Focused on Empirical Research about Game Play in Families (가정 내 체감형 게임 플레이의 실험 관찰 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.7-14
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    • 2014
  • This study examined user experiences of motion-based games. Focusing on the playing experiences, in-depth interviews and survey were conducted on seven families with various family members detailing the gameplay. These qualitative methods were conducted interpretive way such as a month-long participant observation. As a result, the game Sensible meantime, the results were excluded from the game with the older generation of women and the elderly, leading to game culture game is trying to communicate was confirmed.

A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.

A Study on Development of BIT(Broadcasting Integration Tools) for Game and Game broadcasting Assistive Subtitling System for the Deaf person (청각장애인의 게임 및 게임방송 시청을 위한 청각 장애보조 자막 시스템 BIT(Broadcasting Integration Tools)개발에 관한 연구)

  • Kang, Hyo Soon
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Deaf subtitles provide the hearing impaired with visual elements, commentary, and enjoyment of TV programs. Subtitles in game play are a great help to the game play for the hearing impaired as well as the average user. This paper aims at the academic research on the BIT subtitle system BIT, and is intended to help game play and game broadcasting of the hearing impaired.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.