• Title/Summary/Keyword: Characteristics of Games

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The Game's Remediation (게임의 재매개성)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.305-310
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    • 2012
  • As the era of change that has developed a variety of media. But no matter how hi-tech media it, even though several of the previous circular forms of media have evolved from. Jay David Bolter and Richard Grusin them academically for "old media remediation will use," he explains. The middle of media, especially games remediation nature of the game, the game plan, game content, game machines, etc. in various parts of the outward form, there is remediation characteristics. The use of these remediation allows users to facilitate access to the media, and more importantly are able to adapt quickly to the game controls. And Increase the fun of the game, given the immersion for the game that enhance the role is. Remediation of the game against a variety of elements in the game if they utilize in-depth research on the development of the game has been suggested that the role is a lot.

Strategies for Activating Serious Games to Prevent Dementia in Elderly : Focusing on the Friendliness of the Elderly

  • So Im PARK;Hye-Min KIL
    • The Journal of Economics, Marketing and Management
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    • v.11 no.3
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    • pp.37-46
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    • 2023
  • Purpose: The purpose of this study is to analyze the elderly friendliness of the serious game for dementia prevention and to seek out the influence factors for enhance the friendliness. Research design, data and methodology: It measured the elderly friendliness of the serious game for dementia prevention, run with multi-touchscreens, for 300 elderly people using the Seoul-based General Social welfare centers located at Seoul, and participants evaluated the elder-friendliness of the serious game, by responding to a questionnaire survey. In addition, it analyzed the influence relationship between the elderly friendliness (EF) and the influence factors of the serious game, by setting the factors as the game level (GL), the demand of expectations for demand (DoE) and the prevention & usefulness of cognitive decline (PUCD). Results: the findings show that most of participants positively evaluated the EF of the serious game, regardless of their socio-demographic characteristics. Moreover, it can be found that the more the 'GL DoE and PUCD', the more the 'EF'. The EF was most strongly affected by DoE, followed by PUCD, and then GL Developing and running the serious game by actively reflecting such factors may be one of ways for enhancing the participation in the serious game for dementia prevention and facilitating the sustainable use of it.

A Study on Sports Injuries in Korean National Sitting Volleyball Players (국가대표 좌식배구 선수들의 운동상해 조사연구)

  • Chang-Ryeol Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.19 no.2
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    • pp.107-122
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    • 2024
  • PURPOSE: This study examined sports injuries among national sitting volleyball players and to provide baseline data for the development of programs to prevent injuries and enhance performance. METHODS: The study surveyed 21 national team athletes (12 males and nine females) participating in the 4th Hangzhou Asian Para Games. The questionnaire consisted of 17 items, including general information, type of disability, sites and types of sports injuries and their causes, the current state of sports injuries and the treatment and management of injuries. RESULTS: The survey results suggested that the most common injury sites were the finger, shoulder, and waist. The most frequent types of injuries were sprain, muscle cramp, and LBP. The causes were insufficient warm-up, playing unhealed and carelessness. Injuries were most prevalent during morning training and in the winter. Most injuries occurred in practice, and the actions most likely to cause injuries were blocking, spike and sitting movements. Ice and spray were the most common treatments, usually administered by the athletes themselves. Physical therapy was the most common post-injury management, and the most common sequelae involved continuing to use despite pain. CONCLUSION: Based on these results, systematic and individualized training and therapeutic support tailored to the characteristics of sitting volleyball and the types of disabilities are necessary to prevent and manage sports injuries among national players. Continuous injury management by medical staff, particularly physical therapists, is essential to maintain the health of disabled athletes.

Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.35-44
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    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

A Study for properties of Mapping processes to 3D game modeling (3D 게임 MAP을 위한 MAPPING 방법 특성 연구)

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.447-449
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    • 2012
  • There are many essential elements in making the realistic 3D games, of which one of the most important is mapping. Mapping can add the details to 3D objects easily, which are impossible or difficult by modeling alone, and can reduce file data capacities to run the game engine. The theory of the mapping is to throw 2D image on 3D object correctly, but they do not match each other at the rate of 1:1 100 percent completely due to the difference of the fundamental property of them. To solve this problem, various kinds of mapping methods are developed and used. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of mapping methods and will inquire which method is the most efficient one.

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A Study on the Possibilities and Conditions of Decision-Making Method for the Community - Focused on the Workshop Methodology for Regenerate Idle Space in Old Downtown Jeju - (커뮤니티 의사결정 지원수법의 가능성과 과제에 관한 연구 - 제주시 원도심 유휴공간 재생 워크숍 방법론을 중심으로 -)

  • Jeong, Eun-Jae
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.2
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    • pp.49-55
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    • 2020
  • Recently, the role of community in public design has become important. However, the design process often places only emphasis on the 'agreement' of the community. As a result, the process was forced to collect opinions from the community only passively. Also, a process that only focuses on the formation of an agreement is likely to provoke confrontations and conflicts between those who support and oppose it. In the end, persuasion by the opposing residents is more important than decision-making by the whole community. Therefore, it has recently been paying attention to 'decision-making' that values a variety of things, not 'agreement formation'. Because various values of the community are valued and process is more important than result, 'decision-making' is different from 'agreement formation'. South Korea is also paying attention to public design, where community decision-making is central. Therefore, it is very necessary to develop a methodology that can support community decision making. In Jeju, the community's decision-making support methodology was devised for urban regeneration. The purpose of this study is to examine the characteristics of this methodology and to reveal its potential and challenge as a decision-supporting methodology.

Major League Soccer and its U.S. Fan Base

  • Junsang AHN
    • Journal of Sport and Applied Science
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    • v.8 no.2
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    • pp.1-12
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    • 2024
  • Purpose: The purpose of this study is to understand fans' perception of the MLS. Particularly, this study investigates both the avid fan's perception of the MLS as well as the same perception in a potentially larger audience. This study aims at (1) segmenting the findings into three groups, (2) understanding the characteristics of these groups from the sport marketing prospective and (3) comparing the three groups to see whether there are any similarities and differences. Research design, data, and methodology: Using motivational factors alongside the 4P's of marketing, these three segments were analyzed and their similarities and differences were compared. An online survey was created and distributed through different MLS databases. Results: Prior to the distribution, a few hypotheses were made regarding the motivational factors of fans; specifically, that the quality of play has led to a lack of interest in the league and that the presence of star athletes has the potential to bring in more fans for the league. The quality of play and star athletes are important and thus a bigger emphasis needs to be placed on the designated player rule. At the same time, more television coverage as well as more exhibition games with international teams can generate more buzz for the league and garner more fans. Conclusions: This study explored motivational factors which support fanship of Major League Soccer. Further implications were discussed.

A Decade by Decade Exploration of Design Features of Women's Tennis Wear in the Twentieth Century (20세기 여자 테니스웨어의 시대별 디자인 특성 고찰)

  • Park, Shin-Mi;Lee, Jae-Jung
    • Journal of the Korean Society of Costume
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    • v.60 no.4
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    • pp.126-145
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    • 2010
  • The purpose of this research is to classify the design features of twentieth century women's tennis wear. The specific research questions are; how tennis has developed and what is the relationship between tennis wear and modern dress? What are the important developments in women's tennis wear design in the twentieth century? What are the characteristics exhibited in each decade in women's tennis dress? This paper conducted current research by considering the women's tennis wear as a background of dress simplification. Forty pictures showing tennis wear from international tennis games' catalogues and literatures were selected for this study. Researchers employed a qualitative research method providing a systematic review of the previous studies analyzed by content. The results show that sportswear has become an important trend in contemporary fashion. Tennis wear also had influence on modern dress. Current development is concentrated on functional new materials and sports marketing.

Relationship among Operation Program and Purchase of Local Agricultural Products and Processed Products at Changnyeong Local Festival (창녕지역 축제에서 지역농특산물 및 그 가공품의 구매와 운영 프로그램과의 관련성)

  • Cha, Yong-Jun;Her, Eun Sil
    • Journal of the Korean Society of Food Culture
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    • v.30 no.1
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    • pp.29-40
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    • 2015
  • This study analyzed purchasing characteristics of local agricultural products and processed products as well as evaluated operation programs for Changnyeon festival participants. The purchasing rates of local agricultural products and processed products at this festival were 63.6% and 49.1%, respectively, and the main purchased crops were onion (42.6%) and garlic (20.7%). Drinks (43.6%) were highly purchased processed products. The recognition (95.3%) and preferences (98.4%) for Changyeong local agricultural products were high at this festival. Subjects (72.5%) responded that public relations were effective for sale at this festival, and evaluation of the operation program for the festival was $3.51{\pm}0.74$ (total score 5 points). Satisfaction with the experience event (37.7%) and exhibition event (33.6%) were high at this festival program, whereas participants gave low rates for art exhibition and sale events of local agricultural products (16.2%), cooking education (14.7%), direct education program (12.9%), and games (12.1%). This festival was an effective means of public relations, although purchase effects were not significant. This result suggests that the festival is necessary for planning a program to increase purchasing.

A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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