• Title/Summary/Keyword: Game Research

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A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

The Analysis on Standardization Competition between a Leader and a Follower and their strategies through Dynamic Incomplete Information Game (Dynamic Incomplete Information Game을 이용한 선도기업과 추종기업 간의 표준화 경쟁과 전략 분석)

  • Park, Wung;Kwak, Yong-Won;Min, Jae-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.804-807
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    • 2003
  • Recently, standardization is essential strategic tool for a firm to preoccupy a market. Also WTO TBT(Technical Barriers to Trade) makes importance of standardization greater in telecommunication industry. Therefore countries, not to speak of firms, recognize standards essential strategy to preoccupy markets. In this paper, we will examine the standardization competition between a leader and a follower and their strategies through dynamic incomplete information game model.

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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
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    • v.8 no.3
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    • pp.13-19
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    • 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 Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers (온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로)

  • Son, Jungmin;Jo, Wooyong;Choi, Jeonghye
    • Journal of the Korean Operations Research and Management Science Society
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    • v.39 no.4
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    • pp.115-136
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    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.

Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners (초등 학습자의 영어 말하기 능력 향상을 위한 교육 게이미피케이션 접목 스마트 러닝 설계)

  • Choi, Junghye Fran
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.7-16
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    • 2016
  • This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.

A study on determinants of flow status in smoking simulation game (흡연시뮬레이션 게임에서 몰입 결정요인에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.165-174
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    • 2017
  • This research was conducted to find out determinant variables which can influence the degree of flow in smoking simulation game. We set up flow experience as a dependent variable. Several factors including empathy, health concern, and brainwave(${\alpha}$, ${\beta}$) EEG(Electroencephalogram) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, empathy, health consciousness, and ${\beta}$ wave had positive influences on flow in smoking simulation game but ${\alpha}$ wave had negative effect. This research empirically analyzed users' experience and neurophysiological changes which can influence on flow in serious game and contributed to theoretical and methodological development in health-related game research.

A Study on Development and Utilization of the Elementary Mathematical Games (초등학교 수학 학습용 게임 개발 및 활용에 관한 연구)

  • 강문봉
    • Journal of Educational Research in Mathematics
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    • v.10 no.2
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    • pp.199-214
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    • 2000
  • The constructivism is an important stream of the recent trends of mathematics education. In order for students to construct their knowledge for themselves, above all, it should be a prerequisite that they participate in actively, Using games helps students to participate in learning mathematics actively. I think, up to now, mathematics teachers use games mainly for motivation and it does not connect to true learning mathematics through using games. So, the purposes of this study are developing the mathematical games connecting to mathematical contents closely, designing the teaching models to connect game activities to learning mathematics, and developing several teaching plans using games to mathematics class. In this study, I propose what conditions 'good' game should have, classify games as practice game, concept learning game, and strategy game, and develop 43 games from 1 to 6 grade. And I design the teaching models depending on the game types and develop the teaching plans.

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Comparison of Reinforcement Learning Activation Functions to Improve the Performance of the Racing Game Learning Agent

  • Lee, Dongcheul
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1074-1082
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    • 2020
  • Recently, research has been actively conducted to create artificial intelligence agents that learn games through reinforcement learning. There are several factors that determine performance when the agent learns a game, but using any of the activation functions is also an important factor. This paper compares and evaluates which activation function gets the best results if the agent learns the game through reinforcement learning in the 2D racing game environment. We built the agent using a reinforcement learning algorithm and a neural network. We evaluated the activation functions in the network by switching them together. We measured the reward, the output of the advantage function, and the output of the loss function while training and testing. As a result of performance evaluation, we found out the best activation function for the agent to learn the game. The difference between the best and the worst was 35.4%.

The Effect of Interactivity, Trust, Switching Cost on Onlinc Game Loyalty (상호작용성, 신뢰, 전환비용이 온라인 게임 애호도에 미치는 영향)

  • Kim, Young-Jae;Park, Seung-Bae
    • Journal of Industrial Convergence
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    • v.4 no.1
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    • pp.17-37
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    • 2006
  • The purpose of this study is to explain the effect of interactivity, trust, switching cost on online game loyalty. It is important to explain the effect of interactivity on online game loyalty. It is assumed that the interactivity, trust, and switching cost would affect the online game loyalty positively. The empirical results have indicated that the interactivity has a positive affect on the online game loyalty, also it show the trust and switching cost have significant effect on the online game loyalty. Theoretical and managerial implications of these results are discussed. Also, limitation of this study and future research areas are proposed.

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