• Title/Summary/Keyword: Game Behavior

Search Result 416, Processing Time 0.024 seconds

A Study on FIFA Online3 Characters' Behavior and Transaction Method based on Transactional Analysis (교류분석을 기반으로 한 FIFA Online3 캐릭터 행동과 교류방식 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.65-75
    • /
    • 2017
  • This research studies the behavior patterns of a character in FIFA Online3, and the transaction patterns between the characters to present a character that acts like a real person and has social interaction with other characters. A character interacts with others mediated by balls in FIFA Online3, we analysis character's behavior and interactions more cleary. Providing the realistic behavior patterns of a character and the relation in the transaction patterns between the characters based on psychology theory, we can give a player the sense of reality. To define the behavior pattern of a character, this study applied the Ego-state as defined by Transactional Analysis(TA). Based on the Transactions in TA, this study then defined the transaction patterns between the characters, which are produced by the actions that a character in the game. This study also presented how to apply a character's transaction patterns with the examples. It showed that a character can act in the game like a real person by defining how a character acts and interacts in the game.

The Effects of Group Game Play Program on ADHD-Liked Children's Executive Functione-fla (집단게임놀이 프로그램이 ADHD성향 아동의 실행기능에 미치는 효과)

  • Yun, Mi-Hee;Kil, kyung-Suk
    • Journal of the Korean Home Economics Association
    • /
    • v.47 no.4
    • /
    • pp.25-35
    • /
    • 2009
  • The purpose of this study is to examine the effect of group game play program on ADHD-liked children’s executive function. The game play program was implemented for children in experiment group to find out the effect of the group game play program on ADHD-liked executive function. The subjects of this study were 12 children (4th year elementary students), showing ADHD characteristics. 6 were put in experiment group and other 6 were put in control group randomly. The effectiveness of group game play on ADHD children’s executive function are as followings: The attention ability, behavior inhibition ability, cognitive flexibility of children in experiment group was improved more than in control group. It is concluded that group game play program is effective for ADHD-liked children’s executive function.

Mother-Infant Interactions in Social Games (사회적 게임에서의 영아-어머니 상호작용)

  • Lee, Mi Ran;Lee, Young
    • Korean Journal of Child Studies
    • /
    • v.21 no.3
    • /
    • pp.25-40
    • /
    • 2000
  • This study investigated the development of infant behaviors and maternal scaffolding in mother-infant games. Subjects were 60 mothers and their 9-, 12-, 15- and 18-month infants, 15 dyads in each age group. Mother-infant interaction was videotaped in the laboratory as they played peek-a-boo and a ball game in 2 sessions. Infant game behaviors were classified by the Rome-Flanders, Cossette, Ricard and $D{\acute{e}}carie$(1995) list, and maternal game behaviors were classified by the Hodapp, Goldfield & Boyatzis(1984) list. Data were analyzed by one-way ANOVA, two-way ANOVA with repeated measures, sequential analysis and Z test as well as qualitative analysis. Results showed that infants played an increasingly active role with age. Infants mastered the ball game at earlier age than peek-a-boo. Mothers scaffolded infant behaviors in various ways. The amount of maternal game behavior varied by type of game.

  • PDF

A Study on the Intelligent Game based on Reinforcement Learning (강화학습 기반의 지능형 게임에 관한 연구)

  • Woo Chong-Woo;Lee Dong-Hoon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.11 no.4 s.42
    • /
    • pp.17-25
    • /
    • 2006
  • An intelligent game has been studied for some time, and the main purpose of the study was to win against human by enhancing game skills. But some commercial games rather focused on adaptation of the user's behavior in order to bring interests on the games. In this study, we are suggesting an adaptive reinforcement learning algorithm, which focuses on the adaptation of user behavior. We have designed and developed the Othello game, which provides large state spaces. The evaluation of the experiment was done by playing two reinforcement learning algorithms against Min-Max algorithm individually. And the results show that our approach is playing more improved learning rate, than the previous reinforcement learning algorithm.

  • PDF

Comparative Analysis of the Consumption Behavior of Game Items and Professional Sports Viewing Expenditures Based on the Esports and Sports Consumption Tendencies of the MZ Generation

  • Koun KIM;Seong-Hee PARK
    • Journal of Sport and Applied Science
    • /
    • v.8 no.3
    • /
    • pp.13-19
    • /
    • 2024
  • Purpose: This study aims to investigate the consumption patterns of the MZ generation in relation to eSports and traditional professional sports, focusing on the similarities and differences in spending behavior on game items and professional sports viewing. Research design, data, and methodology: The research utilizes a comparative analysis of eSports and professional sports consumption trends within the MZ generation. Data was collected through surveys targeting MZ generation consumers and analyzed using statistical methods to assess the impact of consumption behaviors on spending. The study particularly focuses on the expenditure behaviors in game items (eSports) versus traditional sports viewing expenses. Results: The analysis revealed that the MZ generation displays distinct consumption behaviors between eSports and traditional sports. eSports consumption is characterized by higher spending on in-game items, driven by personalization and competitive advantages, whereas spending on professional sports viewing is influenced by fan loyalty and event participation. Conclusions: The findings underscore the growing economic significance of eSports, driven by the unique consumption behaviors of the MZ generation. These insights suggest that the eSports industry should continue to adapt its strategies to capitalize on this trend, while traditional sports organizations may need to innovate in engagement strategies to maintain consumer interest and expenditure.

The Emergence of Lifestyles in On-line Game World : Understanding Self and Others, Aesthetics of Diversity (게임 세계에서 만드는 삶의 방식과 현실 인간의 persona : 같음과 다름의 배움, 차이의 미학)

  • Whang, Sang-Min;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.492-500
    • /
    • 2008
  • This research was conducted in an attempt to understand human lifestyles in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 82 behavior statements, 6 types of on-line game lifestyle were found : Self -Enhancer, Self -Expressionist, Relation-Oriented, Isolation -Antisocial, Social Contributor, and Self-Interest. The behavior patterns of the 6 types were then compared to identify similarities and differences amongst them in psychological meanings and values in the on-line game life. The results showed that the lifestyles in on-line game world encompass both the reflection of the lifestyles in the real world and also the creation of new life patterns that players desire. The process of developing lifestyles in the online game world illustrates the emergence and evolution of human life on new social environment which is established by digital technology. On-line game world can be defined as new life space in which people is able to create new identity and new culture.

  • PDF

The Study of Bot Program Detection based on User Behavior in Online Game Environment (온라인 게임 환경에서 사용자 행위 정보에 기반한 봇 프로그램 탐지 기법 연구)

  • Yoon, Tae-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.9
    • /
    • pp.4200-4206
    • /
    • 2012
  • Recently, online-game industry has been rapidly expanding in these days. But, the various game service victimized cases are generated by the bots program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with game log data. It analyzed behaviors of human players as well as bots and identified features to build the model to differentiate bots from human players. In an experiment, by using the served online-game, the model of a user and bots were generated was distinguished. And the reasonable result was confirmed.

A Study on the Shifting of Regulation Paradigm for Arcade Game (아케이드게임 규제 패러다임 전환에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.53-64
    • /
    • 2012
  • This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.41-50
    • /
    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.6 no.3
    • /
    • pp.23-32
    • /
    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

  • PDF