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A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers (온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로)

  • Son, Jungmin;Jo, Wooyong;Choi, Jeonghye
    • Journal of the Korean Operations Research and Management Science Society
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    • v.39 no.4
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    • pp.115-136
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    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

Automatic Detection of Highlights in Soccer videos based on analysis of scene structure (축구 동영상에서의 장면 구조 분석에 기반한 자동적인 하이라이트 장면 검출)

  • Park, Ki-Tae;Moon, Young-Shik
    • The KIPS Transactions:PartB
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    • v.14B no.1 s.111
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    • pp.1-4
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    • 2007
  • In this paper, we propose an efficient scheme for automatically detecting highlight scenes in soccer videos. Highlights are defined as shooting scenes and goal scenes. Through the analysis of soccer videos, we notice that most of highlight scenes are shown around the goal post area. It is also noticed that the TV camera zooms in a setter player or spectators after the highlight stones. Detection of highlight scenes for soccer videos consists of three steps. The first step is the extraction of the playing field using a statistical threshold. The second step is the detection of goal posts. In the final step, we detect a zooming of a soccer player or spectators by using connected component labeling of non-playing field. In order to evaluate the performance of our method, the precision and the recall are computed. Experimental results have shown the effectiveness of the proposed method, with 95.2% precision and 85.4% recall.

An Experimental Study on Negative Emotional Effects in Violent Video Game (폭력적 게임의 시청행위와 게임행위의 부정적 감정효과에 대한 실험연구)

  • Yun, Ju-Sung;Bang, Young-Ju;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.7-18
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    • 2014
  • People generally think that negative effects of violent game contents are more serious in active playing behavior than passive watching video. This research examined the negative emotions which could arise out of playing violent games as fear, anxiety, hate, state-anger, hostility, and depression and performed an experiment methodology to assess those emotion effects between playing and watching violent game. The results of this research found that the watching group of violent video game showed a stronger internal negative feeling such as hate and depression, but the playing group of violent game had a deeper state-anger and hostility as external negative feeling than watching group. This research concludes that each media delivers different negative feelings, and there is little difference in the intensity of negative effects between playing and watching violent game.

Effects of Group Piano Playing on International Marriage Immigrant Women's Self-Efficacy; A Case Study (국제결혼 이주여성의 자기효능감 증진을 위한 집단 피아노 연주 활동 사례 연구)

  • Woo, Hyun Jung
    • Journal of Music and Human Behavior
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    • v.7 no.2
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    • pp.1-22
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    • 2010
  • The purpose of this study is to examine the effectiveness of the group piano playing program, which was a part of psycho-emotional support program, on international marriage immigrant women's self-efficacy. For this case study, five international marriage immigrant women from "N Multi-culture Supporting Agency" were agreed to participate in the study. The group piano playing program was implemented for ten sessions. Each session took place once a week for ten weeks. In order to examine the effects of self-efficacy on the participants, both quantitative and qualitative methods were used as a mixed methods research design. As a result, the participants' self-efficacy average score was statistically significant (p< .05). Also, qualitative analysis of participants' verbal and behavioral response showed positive changes in their level of self-efficacy. Therefore, the results of this study suggest that the group piano playing can facilitate as an effective intervention to promote the self-efficacy on international marriage immigrant women.

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Effects of Eating Behavior of Preschool Children Using a Direct Visual Stimulating Program on Vegetables and Nutrition Education with Vegetable Playing (유아의 채소섭취행동 강화를 위한 채소노출 및 채소놀이 영양교육 프로그램의 효과)

  • Park, Mora;Kim, Youngjin
    • Journal of the Korean Dietetic Association
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    • v.24 no.4
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    • pp.298-311
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    • 2018
  • The purpose of this study was to examine 1) the relationship between the vegetable eating behavior of care givers and that of children, 2) the effectiveness of nutrition education with vegetable playing using direct visual stimulating programs on vegetable eating behavior of preschool children, and 3) the times and period of nutrition education with vegetable playing for significant changes on vegetable eating behavior. A total number of 56 individuals, aged 42 to 66 months old, participated in this study in which three kinds of vegetables (30 g)/meal were served per individual, and vegetable eating behavior was measured by the residue on the dish during 5 weeks (25 days). To the simple visual stimulating group, vegetable dish was served without education, and other groups included education 1 group (nutrition education 1 time/week), education 2 group (nutrition education 2 times/week), and education 3 group (nutrition education 3 times/week) with simple visual stimulation by the vegetable dish. The results showed 1) the significant relationship (P<0.001) between the vegetable eating behavior of the care giver and that of children by analysis of the questionnaire, 2) the effectiveness of nutrition education using vegetable playing on vegetable eating behavior of preschool children (P<0.05), and 3) the significant changes in vegetable eating behavior by the 3rd week in the education 3 group. This study shows that food neophobia caused behavior problems in children regarding vegetable eating and repeated exposure was able to reduce food neophobia.

GreedyUCB1 based Monte-Carlo Tree Search for General Video Game Playing Artificial Intelligence (일반 비디오 게임 플레이 인공지능을 위한 GreedyUCB1기반 몬테카를로 트리 탐색)

  • Park, Hyunsoo;Kim, HyunTae;Kim, KyungJoong
    • KIISE Transactions on Computing Practices
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    • v.21 no.8
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    • pp.572-577
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    • 2015
  • Generally, the existing Artificial Intelligence (AI) systems were designed for specific purposes and their capabilities handle only specific problems. Alternatively, Artificial General Intelligence can solve new problems as well as those that are already known. Recently, General Video Game Playing the game AI version of General Artificial Intelligence, has garnered a large amount of interest among Game Artificial Intelligence communities. Although video games are the sole concern, the design of a single AI that is capable of playing various video games is not an easy process. In this paper, we propose a GreedyUCB1 algorithm and rollout method that were formulated using the knowledge from a game analysis for the Monte-Carlo Tree Search game AI. An AI that used our method was ranked fourth at the GVG-AI (General Video Game-Artificial Intelligence) competition of the IEEE international conference of CIG (Computational Intelligence in Games) 2014.

The Effects of Computer Game Exposure on Musculoskeletal Pathological Symptoms in Adolescents

  • Chae, Woen-Sik;Jung, Jae-Hu
    • Korean Journal of Applied Biomechanics
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    • v.28 no.1
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    • pp.55-60
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    • 2018
  • Objective: This study aimed to analyze the effects of computer game exposure on pathological musculoskeletal symptoms in adolescents. Method: This study included 10 male junior high school students who used computers less than 3 times a week for 1 hr per day. The subjects were asked to play computer games for 4 hr. Magnetic resonance imaging of the hand and wrist, from the distal radius and ulnar head to the distal phalanges, and radiography of the cervical vertebrae were performed before and after playing computer games. For each dependent variable, a paired t-test was performed to identify significant changes before and after a 4-hr active computer game (p<.05). Results: The horizontal diameters of the flexor tendons in the index and middle fingers were significantly reduced after playing computer games. The horizontal diameters of the flexor tendons of other fingers did not show any significant differences, but there was a tendency toward a decrease after playing computer games. There was no significant change in the cervical lordosis angle before and after playing computer games. However, the cervical lordosis angle was relatively decreased. Conclusion: The results of this study showed that computer game exposure had direct and indirect effects on morphological changes of flexor tendons. In addition, playing computer games for long periods of time can have a negative effect on normal functioning of the musculoskeletal system, with the possible development of abnormalities. However, computer game exposure in adolescents cannot be decisively identified as a factor causing pathological symptoms, based on the results of this study alone. Thus, longterm longitudinal studies on the overall musculoskeletal system are necessary.

Analysis of Korean Gamers' Personality Patterns with respect to the Victim/Attacker of the Misogyny and the Misandry in Game Playing (게임 내 이성 혐오 가해자와 피해자의 성격 패턴 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1481-1488
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    • 2018
  • As female gamers are rapidly increasing, the misogyny and the misandry in game playing situation are also increasing. Recent #Gamergate and GodGunbae incident exhibit that such discriminative/hate behaviour in game playing can be developed into real physical threat or crime. In this paper, we investigate and analyze young Korean game players on how the attackers group, victims group, and gender-issue-indifferent group behave differently in game playing through survey. We found that male gamers had high hostile sexism against female gamers especially on females' game attitude and streotyped hatred with respect to the gender ${\times}$ group interaction. In big-5 personality test, however, it is not clear if attackers and victims had a noticeable different personality patterns. In result, we verify that there exist gender stereotype and high hostile sexism among young Korean gamers. Active gender-equality education on their adolescent period is necessary to avoid such destructive hatred in game playing.

The Influences of the Role-playing Analogy in Chemistry Concept Learning on Mapping Understanding and Mapping Errors (화학 개념학습에서 역할놀이 비유가 대응 관계 이해도 및 대응 오류에 미치는 영향)

  • Kim, Kyung-Sun;Yang, Chan-Ho;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.29 no.8
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    • pp.898-909
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    • 2009
  • In this study, we investigated the influences of the role-playing analogy in chemistry concept learning on mapping understanding and mapping errors by analogical reasoning ability level. Seventh-graders (N=151) at a middle school were assigned to the comparison group and the experimental group. The students of the experimental group were taught with the 'running in the circle' role-playing analogy. After the students were taught about 'the relation between volume and pressure of gas', the test of mapping understanding in the next class and the retention test four weeks later were administered. The students with typical mapping errors were also interviewed to investigate their mapping processes. The results revealed that the role-playing analogy in chemistry concept learning improved mapping understanding and its retention regardless of analogical reasoning ability level. It was also found that the students in the experimental group had fewer mapping errors than those in the comparison group. However, there were similar patterns of mapping errors in both groups, and there were no significant differences in the frequencies of each type of mapping errors by analogical reasoning ability level. Educational implication of these findings are discussed.