• Title/Summary/Keyword: Game Level Design

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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Retailer's Store Brand Product Line Design and Product Assortment Decision in the Vertically Differentiated Product Category (수직적으로 차별화된 제품 카테고리 내에서 소매상의 스토어 브랜드 제품군 디자인 및 제품구색에 대한 의사결정)

  • Chung, Hwan
    • Journal of the Korean Operations Research and Management Science Society
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    • v.36 no.3
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    • pp.107-120
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    • 2011
  • The increased availability of store brand suppliers now provides retailers with opportunities to create their own lines of vertically differentiated multiple store brands within a product category. As the number of store brands increase, the retailer's shelf space becomes more crowded, which may force the retailer to consider dropping some national brands from its assortment. Despite these trends, the problem of product line design in a vertically differentiated product category has been analyzed mainly from a manufacturer's perspective in the marketing literature and it is not known to what extent the findings of the existing product line design literature provide applicable strategic guidelines for the new problem faced by retailers. In this study, we address this deficiency in the literature and conduct an in-depth study of the retailer's strategic design of a line of store brands and its assortment decision within the context of retail category management. We analyze the retailer's decision about not only how to design a line of store brands but also which national brand to drop from its assortment. The results of our analysis are as follows. First, if the retailer has to drop one of national brands from its assortment, it is the best for the retailer to drop the low-quality national brand rather than the high-quality national brand. Second, the retailer has to position the high-quality store brand relatively close to the high-quality national brand, remained on its shelf, in terms of quality so as to maximize the size of retail margin from the national brand. On the other hand, the retailer should set the quality of the low-quality store brand at a lower level than that of the low-quality national brand to increase the total category demand by attracting more price sensitive consumers. By doing so, the retailer can also minimize cannibalization between two store brands. Lastly, our analysis shows that the introduction of a line of store brands improves consumer welfare by increasing real values of all products on the shelf.

Gamification Development Methodology - Design and Comparative Analysis of 4F Process (게이미피케이션 개발 방법론 - 4F Process 설계 및 비교 분석)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1131-1144
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    • 2018
  • The Purpose of this study is to propose 4F Process, which is one of the development methodology of the gamification. For the effectiveness analysis of the 4F Process, game and gamification related theories are applied and conducted comparative analysis with the published gamification development methodology. This studies results show that the 4F Process is a relatively high level of perfection of gamification development methodology than eight of published methodologies by found out this study team. But, there was a complementary point in the 4F Process. Based on results of this study, this study mentioned the pros and coms of the 4F Process and suggested the step-by-step guideline as a necessary element for the gamification development methodology.

Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.

Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review (디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰)

  • Jung-Hyun Kim
    • Journal of Korean Physical Therapy Science
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    • v.30 no.4
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    • pp.92-110
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    • 2023
  • Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Development of Safety Clothing for Sports and Entertainment for Adolescent (청소년을 위한 스포츠 및 엔터테인먼트 안전의복의 개발)

  • Park, Soon Ja;Ko, Soo Kyung
    • Human Ecology Research
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    • v.59 no.1
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    • pp.83-97
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    • 2021
  • This study developed safety clothing that is essential for adolescent to protect their bodies from accidents, pursue activities and individuality. Therefore, the developed safety clothing was first based on international standards, while changing design to emphasize creativity, activity, and functionality. Two suits of boy's clothes and a girl's suit were developed as safety clothing for sportswear, along with two pairs of girl's clothes and a pair of boy's clothes for entertainment. It was confirmed that the difference in visibility was revealed by testing under different lighting conditions. Second, the survey on adolescents indicated no significant gender difference in sportswear. Round shirt+shorts for both boys and girls were the most preferred for ball game sportswear. However, there was a significant difference by gender in the design of safety clothing for entertainment. Male students preferred jump suit=cape+pants the most, and female students preferred jump suit>cape+pants in the order (p<0.05). In the safety clothes with the highest preference for entertainment, there was no gender difference. All students preferred the jump suit at the most. Checking at each school level, it was found that both middle and high school students preferred jump suit designs, and in safety clothing, middle school students preferred high-neck shirt blouse+tight skirt, and high school students preferred jump suits. Third, 35.5% responded that they would wear it more if current safety clothing is improved. This indicated the necessity of developing various safety clothing for adolescence.

Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
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    • v.11 no.3
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    • pp.165-174
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    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

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A Study on Web Accessibility Status of Metropolitan and Provincial Offices of Education from the Universal Design View (유니버설 디자인 관점에서 본 국내 시도 교육청의 웹 접근성 실태에 관한 연구)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.405-410
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    • 2013
  • Due to the enforcement of a law about disability nondiscrimination and rights protection in 2008, the web accessibility has become an obligation. According to a survey targeting public sectors such as central administrative organization, local autonomous entity and etc., the level of compliance with web accessibility appeared to be improved every year. However, such legal mechanism focuses on the improvement of convenience for disabled people only and does not meet the concept of universal design that aims to satisfy every user. Therefore, this study verifies the status of web accessibility on 17 homepages of metropolitan and provincial offices of education. The status survey was carried out with 3 steps: 1) Verification through automated verification tool by National Information Society Agency, 2) Verification through Web Content Accessibility Guidelines(UD-WCAG) that adopts the concept of universal design, 3) Verification by using screen reader. Compared to the verification through automated verification tool, the overall compliance rate verified through UD-WCAG was reported lower.

Modern application of Nu-jung, a place of taste for the arts, of Aneuisamdong and the culture of classical scholar (풍류의 장, 안의삼동(安義三洞) 누정(樓亭)과 선비문화의 현대적 활용)

  • Kim, Hyung-suk;Sim, Woo-kyung
    • Korean Journal of Heritage: History & Science
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    • v.48 no.2
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    • pp.48-63
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    • 2015
  • This study began with the purpose of awakening an interest in Korean Nu-jung and seeking application plan based on Nu-jung of Aneuisamdong. Also it intends to suggest activation plan of Nu-jung while using the culture of taste for the arts and classical scholar of ancestors with the physical place named Nu-jung as the medium. As concrete ways to activate Nu-jung, we suggested plans which use the game of go(Baduk), main material of the culture of taste for the arts and classical scholar, and increase availability by planning a program adding picturesqueness of Nu-jung. By bringing the material named the game of go(Baduk) to the place named Nu-jung, we suggested the plan capable of experiencing the culture of taste for the arts and classical scholar and also expecting local promotion and economical effect. And the plan is to design and conduct night program, 1 night 2 days program, tailored program, and so on by combining the material of the culture of taste for the arts and classical scholar with the medium named 'Dal(the moon)' in the static place named Nu-jung. The plans above are applicable to most of Nu-jung scattered all over the country, which means that we have a lot of Nu-jung in Korea and, at the same time, we have abundant contents to be used as cultural properties. Now it's important how to develop and use these contents through the connection with various academic fields in terms of managing cultural properties. By understanding the value of the original form of culture while emerging from simply using cultural properties, we can use cultural properties in a higher level. For this, preserving cultural properties should be supported by continuous interdisciplinary study.