• Title/Summary/Keyword: 협동게임

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A Study of Development and Effects of Visual Novel Game for Promoting User's Donation Intention (사용자의 기부 의도 증진을 위한 비주얼 노벨 게임 개발 및 효과 검증)

  • Kim, Min-Jung;Yi, Hangaram;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.151-164
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    • 2019
  • In this study, we developed a visual novel game as one of the donation campaign strategies. In study 1, we developed a visual novel game for the elderly who live alone. In study 2, we also examine how game affects personal distress and empathic concern, the emotions that trigger help behavior. The results showed that game can promote both emotions effectively. Moreover, empathic concern completely mediated between game and donation intention. This result suggests that visual novel games can be an effective tool for stimulating user's altruistic motivation to do donation behavior.

A Study on Improvement Way of Game Rating System (게임물 등급분류제도의 개선방안에 관한 연구)

  • Kim, Sung-Won;Jung, Hae-Sang;Lee, Hwansoo
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.15-38
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    • 2019
  • The game rating system of Korea has many issues in terms of 'censorship' and 'ambiguity', and has been pointed out as a factor that hinders industrial development. Although the Ministry of Culture, Sports and Tourism and other related organizations have made various efforts, it still seems to require more academic discussion. Therefore, in this study, the limitations of game rating system are reviewed, and the systems of foreign countries are analyzed to suggest the improvement direction.

The Evolution of Cooperation according to Decision Making Methods of Strategic Coalition in Iterated Prisoner′s Dilemma Game (반복적 죄수의 딜레마게임에서 전략적 연합의 의사결정 방범에 따른 협동의 진화)

  • 양승룡;노혀걸;조성배
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04b
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    • pp.310-312
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    • 2002
  • 반복적 죄수의 딜레마게임은 복잡한 사회현상들을 모델링 하기 위하여 주로 사용되는 방법이다. 본 논문에서는 집단을 협동으로 진화시키는데 있어서 전략적 연합을 이용하는 방법과 전략적 연합에 속해 있는 전략들이 연합의 의사를 결정할 때 어떠한 방법을 선택할 경우 더 빠르고 안정적으로 진화하는가에 대한 실험 결과를 제시한다. 의사결정방법으로는 신경망으로 결합에 주로 사용되는 투표방법 Borda 함수, Condorect 함수, 평균방법 그리고 최고이득 함수방법 등을 사용하였다. 실험결과 최고이득 함수 방법이 가장 좋은 결과를 보였으며 결합 방법에 따라 다소 상이한 결과를 나타내었다.

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The Development of a Personal Information-related Sportainment Bike Simulation System (개인 정보 연동형 스포테인먼트 자전거 시뮬레이터 시스템 개발)

  • Kim, Chong-Han;Gang, Gyeong-Heon;Park, Jun-Hyung;Kang, Im-Chul;Kim, Byung-ki
    • Annual Conference of KIPS
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    • 2013.05a
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    • pp.754-756
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    • 2013
  • 건강, 운동에 관한 관심이 고조되고 레저를 즐기는 사용자층이 확대되어 감에 따라 다양한 종류의 레저형 시뮬레이터에 대한 개발이 이루어지고 있다. 그러나 단순 운동을 위한 스포츠 시뮬레이터는 흥미를 반감시켜 지속적인 운동에 대한 저해하는 요소가 된다. 본 논문에서는 이런 시뮬레이터의 한계를 극복하기 위해 다양한 콘텐츠를 접목시킨 스포테인먼트형 자전거를 제안한다. 이를 위해 개인 신체 정보를 입력을 통해 프로그램 추천 및 이력관리가 가능하고 흥미요소인 게임, 음악 등을 동시에 즐기면서 운동을 할 수 있는 자전거 시뮬레이터 UXBike 시스템 개발한다. 이는 보편화된 운동 레저 시뮬레이터와 콘텐츠의 융합을 통해 사용자의 몰입도 향상 및 지속적인 관심을 갖게 하는 계기가 될것이라 판단된다.

'지스타 2007'에 선보인 자판기들

  • Korea Vending Machine Manufacturers Association
    • Vending industry
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    • v.7 no.3 s.21
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    • pp.22-23
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    • 2007
  • 지난 11월8일부터 11일까지 일산 킨텍스 전시장에서는 국내 최대 게임쇼 '지스타 2007'이 개최되었다. 올해로 3회째를 맞는 '지스타'는 14개국 150개 업체가 참가하고 총 15만명 관람객이 전시장을 찾았다. 또 500여명의 해외 바이어가 찾는 등 전시운영과 성과에서는 성공적이라는 평가를 받았다. 하지만 참가업체와 규모가 점점 작아진다는 지적과 온라인게임에 치중된 전시라는 고질적인 문제점을 들어내기도 했다. 이번 '지스타'전시회에 자판기 관련 품목 업체들도 참가를 진행했다. '자판기가 왜 게임 전시회에 참여를 하나?' 의아해 하는 사람들도 있을 것이다. 하지만 어뮤즈먼트 성격이 강한 자판기의 경우 게임장 로케이션까지 포함하려 하기 때문에 '지스타'전시회에 참가하는 것이다. 이번 전시회에 참가한 자판기 관련 업체는 대승인터컴, 디게이트, 빅코인전자정밀, 골든퓨쳐테크놀로지 등을 들 수 있다. 이들 업체에서 새롭게 선보인 자판기 품목들을 살펴봤다.

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Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles (개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향)

  • Jihun Chae;Seungeun Yoo;Youngsung Lee;Yunsub Kim;Hyeonjin Kim;Daseong Han
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.137-147
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    • 2023
  • This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.

Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

Study on Educational On-line Game for Collaborative Learning (협동학습을 위한 교육용 온라인 게임 연구)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.49-54
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    • 2004
  • The social interest for collaborative teaming and educational game has been increased. In this paper, we investigated the educational value of collaborative teaming and game. Based on this investigation, we propose an educational on-line game model for collaborative teaming. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative teaming method for young children. We will perform a comparison study on the teaming achievement between the two methods: 1) the on-line game proposed in this paper, 2) the conventional educational method performed in normal school.

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Design and Development of Network Based Competition Learning Model (네트워크 기반의 다자간 상호 경쟁적 학습모형의 설계 및 플랫폼 구현)

  • Heo, Kyun
    • The KIPS Transactions:PartA
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    • v.10A no.6
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    • pp.709-714
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    • 2003
  • It is important that the interaction between learners and contents in Educational Contents. But, there is just simple interaction in traditional WBI or CAI. As it is necessary to study for interaction with learners. There is applied more multimedia elements for the fun of learners. But, it is also necessary to study for Network Educational Game Contents which can give virtual environment to learn easily and funny. In this study, Competition Learning Model is designed for network learning environment. We can look at the new view point of Educational Contents by implementation of Network Educational Game Contents and Competition Learning Model.

Educational Characteristics of Children's Virtual Worlds (어린이용 가상세계의 교육적 특성)

  • Lyou, Chul-Gyun;An, Bo-Ra
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.177-186
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    • 2009
  • Virtual world is persistent 3D(2D) space through computers which supports real-time interaction. Children's virtual worlds are for children below 15. Its educational benefits are: practical experience, cooperation possibility, experience sharing, and optimized environment. Moreover, interesting factors from games can enhance the educational efficiency of virtual worlds. In order to intensify the educational efficiency, goal, motivation, relationship and advice has to be considered as well. Based upon those factors, the result of analysis of current virtual worlds shows that they have clear goal. contextualization of task and appropriate reinforcement. However, for future prosperity, continuous effort for expansion of readiness, social persuasion, scaffolding are needed.