• Title/Summary/Keyword: playing

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A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
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    • v.10 no.4
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    • pp.18-22
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    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.

A Smooth Playing Mechanism for Multimedia Synchronization in Mobile Environment (모바일 환경에서 멀티미디어 동기화를 위한 유연한 재생 기법)

  • 이근왕;이기성
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.194-203
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    • 2004
  • In this paper we propose a Mobile Petri-net Model (MPM) as a new specification model including the QoS parameter that minimizes the transmission delay time. In MPM, we propose a playing time algorithm for supporting the seamless presentation and the smooth playing. The proposed model has a higher guarantee of QoS such as playing time than the previous work.

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A Study on Young Children′s Video and Computer Game Uses (유아의 전자 게임 실태에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • v.39 no.4
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    • pp.91-103
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    • 2001
  • The purpose of this study was to investigate actual trends of young children's video and computer-based game uses. Four hundred and eighty parents of 4-6 year-old children were questioned about children's game uses and their attitude toward them and 180 of their children were interviewed. As the results of this study, most of children have been playing video and computer games. Boys played them more frequently than girls and the olders than the youngers. The majority of children liked video and computer games. The first reason to play games was 'interesting'. The most parents considerably tolerated to their children playing games except the arcade games. Many parents limited their children's time of playing games. They occasionally played with their children or observed them playing games.

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The Change of Preservice Teachers놀 Concepts on the Moon놀s Movement through Role Playing (달의 운동에 대한 역할놀이 학습이 초등예비교사의 개념 변화에 미치는 효과)

  • 채동현;최영완
    • Journal of Korean Elementary Science Education
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    • v.21 no.2
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    • pp.253-261
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    • 2002
  • This study is intended to develop the role plays on the moon's movement and to investigate how the preservice elementary teacher's concepts are affected by them. Subjects are 30 preservice elementary teachers. One instrument including 7 items was used for testing the preservice teachers' concepts on the moon's movement. Data were collected before using the role playing and after using them through the tests. As a result, the preservice elementary teachers' concepts on the moon's movement were improved by teaming through the role playing

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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Changes in Body Composition, Exercise Performance and Problem Behavior Based on Playing Football during Childhood (아동기의 축구놀이에 따른 신체조성과 신체적능력 및 문제행동의 변화)

  • Kim, Ah-Ram
    • Journal of the Korean Society of Physical Medicine
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    • v.16 no.2
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    • pp.101-113
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    • 2021
  • PURPOSE: The purpose of this study was to investigate the differences and correlation between body composition, exercise performance, and behavior based on playing football in childhood. METHODS: 16 subjects who played football in childhood participated in the study. Body composition and exercise performance were measured, and problem behavior was assessed for each of them. All subjects were asked to play football 50 min/day, one day/week for 8-weeks. RESULTS: Muscle mass, muscular strength, balance, and cardiopulmonary endurance, anxiety depression, atrophy depression, attention problems, rule violations, DSM somatization problems, DSM rebellious behavior problems, and sociality significantly increased after 8-weeks. There was a negative (-) correlation between anxiety depression and atrophy depression, and DSM somatization problem and muscular strength, attention problem and balance, and rule violation and cardiopulmonary endurance, after playing football. CONCLUSION: These results confirmed that playing football in childhood had a positive effect on body composition, and that exercise performance and problem behavior were related.

Implementation of Trump Card Detection and Identification using Template Matching (템플릿 매칭을 이용한 트럼프 카드 검출 및 인식 구현)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.4
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    • pp.112-115
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    • 2020
  • Trump cards are used in variable games in households such as poker and blackjack. In many cases, it is able to be helpful to algorithmically identify the playing cards from camera views. In this paper, we provide an approach that detects and identifies the playing card using template matching scheme, and evaluate the results of the provided implementation. For ideal cases, the implemented system provides a 100% success rate for card identification correct. However, non-ideal case of perspective distortion is estimated with 70% success ratio. This work aims to evaluate the effectiveness of augmented reality user interface for an entertainment application like playing card games.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

An Analysis on the Relationship between Game and Grade (게임과 학업 성적 간 관계에 대한 연구)

  • Choi, Seong-rak;Park, Minjeong
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.41-50
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    • 2016
  • In Korea, a lot of people think that the more students spend time in playing game, the more students get their grade lower. So that, parents of students don't want their children play games. But there are few research about the relationship between the playing time of game and a grade of students. Therefore, this research would find the relationship between the playing time of game and students' grade. In result, there is no relationship between the game playing time of a students and the student's grade. A game addict who play game a lot of time a day could have lower grade. But for normal user of game, there is no relationship between the game playing time and the grade.