• Title/Summary/Keyword: Betting game

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A Study on the Internal Characters of Gambling Games (사행성게임의 내재적 특성에 관한 고찰)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • 제7권3호
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    • pp.1-12
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    • 2007
  • This paper attempts to pursue the internal characters of gambling games. After examining the concepts of gambling and arranging related theories, we found that gambling games have 3 factors of technical intervention, betting and ratio of payment. The betting is subdivided 3 factors of existence of betting, unit speed of betting and extendibility of betting. These factors may be used to a framework of conceptual analysis to gambling games. If social and cultural factors can be added to these factors, gambling games can be comprehensively and empirically analyzed.

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The Blackjack Game Strategy Using the True Count Method (True Count 기법에 의거한 블랙잭 게임 전략)

  • Kim, Byung-Soo
    • Journal of Korea Game Society
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    • 제5권2호
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    • pp.11-18
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    • 2005
  • The effort to win the blackjack game in the casino has been taken globally. This article presents a game strategy to win the game based on the high-low rue count technic. This article will also identify the necessity of Kelly criterion and the betting strategies based on the standard is applied to the blackjack rules of Kangwon Land. By the way, bettings are distinguished as aggressive and conservative one and the simulations more than 2 million shoes has been performed. As a result, it is revealed that the aggressive betting is most advantageous in winning money while it implies the biggest risk.

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The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • 통권49호
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.

Comparisons by gender and school type in the association between betting games and problem gambling among adolescents (청소년의 돈내기 게임 경험과 문제도박의 관계에서 성별 및 학교급별 차이 비교)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • Journal of Digital Convergence
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    • 제16권10호
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    • pp.523-530
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    • 2018
  • This study aimed to examine the association between betting games and problem gambling among adolescents, with attention paid to comparisons by gender and school level. For this purpose, this study analyzed a sample of 3,653 adolescents from the 2015 Survey on Youth Gambling Problems. The main findings are as follows. First, experiencing online betting games compared to non-online betting games was associated with higher risks of being light and severe problem gambling among adolescents. Second, the associations between online betting games and problem gambling was more pronounced for male adolescents than for female adolescents. Third, the associations between online betting games and problem gambling was more pronounced for high school students than for middle school students. Based on the findings, this study suggested practical strategies to prevent problem gambling among adolescents.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • 제35권
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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Anatomizing Slots of Social Casino: Focus on Slotomania (소셜 카지노의 슬롯 해부하기: Slotomania를 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • 제18권2호
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    • pp.77-88
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    • 2018
  • This study anatomizes various traits of slots in Slotomania, the most popular online slot game in the world. Developed by Playtika, Slotomania is a social casino genre game that runs over Facebook. Slotomania has been the number one as a title in the social casino genre, and this study multi-dimensionally analyzes various characteristics of slots that exist in the game. Specifically, it analyzes factors of 1) User Interface(UI) 2) Theme 3) Payline & Betting 4) Structure & Symbol 5) Bonus 6) Additional Traits. As a reuslt, it reports that there is "diversity". Therefore, it not only researches how and why those slots are attractive to people but also explores the market of social casino based on Facebook.

Study on Perceptions through Big data Analysis on Gambling related News in Korea (한국 사행산업 관련 뉴스의 빅데이터 분석을 통한 인식 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Journal of Broadcast Engineering
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    • 제22권4호
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    • pp.438-447
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    • 2017
  • The purpose of this study is to understand the recognition of gambling industry through the semantic analysis of news data on lottery, sports betting, horse racing and casino that was reported between 1990 to 2015 in South Korea. This paper revealed the difference between journalists' intention and public's perception about news by analyzing the frequency and connectivity of news with framing and public's interest through semantic network analysis and explored the policy characteristics and innovation task. The result of analysis, news on lottery game mainly has been reported social issue related with win such as 'winning number', 'prize money', 'suspicion of manipulation' and etc. News on sports betting has been reported mandatory information related with business project and illegal site such as 'bidding', 'illegal site', 'sales target' and etc. News about horse racing has been reported the information about the business advertisement such as 'online race track' and 'promotion'. Lastly, casino related news has been reported 'major information' such as illegality', 'gambling place' and 'foreigner'. As a result of times series analysis, news about casino in the 1990s, news about lottery in the 2000s and news about horse racing in 2010s have been increased. Public's interest also has been moved to 'business scandal', 'winning game', 'citizens' campaign' and etc. Gambling related news has been classified by four types, 1. advertising publicity(horse racing), 2. mandatory information(sports betting), 3. social issue(public agenda, lottery), 4. major information(casino). We could get the insight that news can be formed a public agenda, when news is reported as a social issue with high frequency and public's interest like lottery related news.

HF RFID Reader Antenna with Loop Switch for Avoiding Magnetic Coupling

  • Choi, Won-Kyu;Jeong, Seung-Hwan;Park, Chan-Won;Pyo, Cheol-Sig;Son, Hae-Won
    • ETRI Journal
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    • 제36권6호
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    • pp.881-888
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    • 2014
  • This paper studies the magnetic coupling between two adjacent loop antennas that are parallel to each other in a plane and presents a new practical method to avoid the resulting magnetic coupling interference. The study focuses on the high frequency radio-frequency identification (RFID) system for casino applications, where several loop antennas are closely built into a game table to monitor gaming chips. In this case, neighboring loop antennas may severely interfere with each other by magnetic coupling, which leads to the malfunction of the RFID system. In this paper, we present a practical loop antenna with a new loop switch circuit for avoiding magnetic coupling. The loop switch circuit is integrated with a matching circuit and automatically operated by using an interrogating signal from a reader. We verified the validity of the proposed design by showing that an RFID reader with the proposed antenna can exactly and separately read the gaming chips placed on the different betting zones of a game table.

The Interpretation of a Korean Folk Tale from the Perspective of Analytical Psychology (민담 <외쪽이>의 분석심리학적 해석)

  • Ji Youn Kim
    • Sim-seong Yeon-gu
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    • 제32권2호
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    • pp.122-168
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    • 2017
  • I tried to understand a folk tale "The half-boy" in terms of analytical psychology. In the story, a lady without children prayed to the Buddha. The white old man came and gave three fishes, but the cat ate half of it. So, she ate two and a half. She gave birth to two perfect sons. The third son had one arm, one leg, and one eye. They grew well. Brothers went to take the civil service examinations, and the half-boy followed. But two brothers did not like the half-boy coming along. So, brothers tied the half-boy to the rocks and trees, and he picked them up with force and gave them down to the yard of the house. And the half-boy followed his brothers again, and brothers tied him with kudzu and put him in front of the tiger. The half-boy won the tiger by betting with cutting kudzu. The half-boy stripped off the tiger's skin. The host coveted the tiger skin and they played with janggi. The half-boy won the game and was permitted to take host's daughter. The half-boy went with a string, a drum, a flea, and a bedbug. He teased host's people with these. The half-boy brought a virgin and lived well. "The Half-Boy" folktale is an old story spread throughout the country. There are similar stories in India and Africa. Unilateral figures are universally distributed archetypal images. In numerous cultures gods and spirits are being portrayed as unilateral figures. In the creation mythology, half-figure beings have immortality. In Indonesian and African folk tales, the half-born boy goes to heaven and merges with its half and becomes perfect. Some of one-sided spirits are harmful to humans but some of one-sided birds, chickens, and spirits are helpful to people. Sometimes half being is a cultural hero who steals grain from heaven or gets some advice how to use bamboo. There are stories that half body becomes a whole body afterwards. But in this folktale and most of the similar folktales, half-figure does not change and maintains half-figure to the end. And as a half-figure he does various great things and marries a virgin. The half-boy symbolizes a psychic experience born in the unconscious. The unconscious contents may seem strange and weird at first and the collective consciousness does not want to accept them. But the unconscious exerts greater power and brings vitality and creativity to consciousness. This folk tale seems to have compensated for the stubborn collective consciousness of our society, which was a Confucian class society. It also allows people to change their attitude toward disabled people and recognize strengths and creativity of the handicapped.