• Title/Summary/Keyword: Group game

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Estimating Method of Starting Point Bias in Bidding Game (서베이를 이용한 입찰게임에서 출발점 편의의 추정)

  • 박용치
    • Survey Research
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    • v.4 no.2
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    • pp.63-86
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    • 2003
  • The objective of this study was to investigate the existence of starting point bias in the bidding game contingent valuation elicitation technique when determining willingness to pay (WTP) for improving the qualify of running water in Seoul and its vicinity. Of all existing contingent techniques, the bidding game most closely mimics the normal price taking behavior in local markets. Three different starting points (low, medium and high) were used to determine WTP and the existence of starting point bias in the meanwhile respectively. The respondents were randomly assigned to the three different starting point groups in order to ensure homogeneity, so that any variation seen in WTP could be attributed to the starting point effects. And a pretested interviewer-administered questionnaire used to elicit WTP. Non-parametric test and the logit model were used to analyze the data for evidence of starting point bias. In this instance, the high starting point group had a high WTP, and low starting point group had a low WTP. This means there exist starting point bias in estimating WTP by bidding game in this instance. This finding might signal that people may actually be making up their minds on the maximum amount they are willing to pay for running water service as a bidding iterating is going on and is influenced by the starting point used in the bidding game. The problem of slaking point bias can be avoided if the respondent is asked directly for the maximum WTP without payment cards or a bidding game. But such a question is perceived as being very difficult to answer and this leads to problems of non-response and being unrealistic.

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Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.228-234
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    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.585-600
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    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.

Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

Development and Effectiveness of Cognitive Behavior Therapy Program to reduce child gambling game behavior (아동 도박성게임 행동 감소를 위한 인지행동치료 프로그램 개발 및 효과)

  • Sun-Hee Kim;Dong-Yeol Shin
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.229-240
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    • 2024
  • The purpose of this study was to develop a program to prevent recurrence, focusing on cognitive and behavioral factors to reduce gambling game behavior in children, and to verify the effectiveness to analyze basic data necessary for prevention education. Eight children in the 4th to 6th grades of male students were selected, an experiment and control group were formed, and the effectiveness was verified only after 3 months after the experimental group was conducted once a week. First, irrational gambling beliefs, the level of gambling problems, automatic thinking for children, and the level of gambling problems were reduced through cognitive behavior therapy programs to reduce gambling game behavior in children. Changes in maladaptive thinking that directly affect gambling game behavior instilled awareness of gambling game behavior. Second, self-control and impulsiveness, the behavioral variables, did not show any significant difference, but decreased in the overall average. Changes in cognitive variables influenced behavioral variables. Third, it was found to continue even 3 months after the end of the program. Changes in cognitive and behavioral variables later reduced children's gambling game behavior and helped school life and peer relationships through adaptive thinking.

The influence of in-group favoritism on 5 to 6-year-olds' resource-allocation decisions (5-6세 아동의 분배 결정에 내집단 선호가 미치는 영향)

  • Cha, Minjung;Song, Hyun-joo
    • Korean Journal of Cognitive Science
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    • v.26 no.2
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    • pp.241-261
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    • 2015
  • The current study investigated whether in-group bias affects 5- to 6-year-old children's resource-allocation decisions. In Experiment 1, participants were asked to allocate 10 stickers between a friend (an in-group member) and a stranger (an out-group member). Children allocated significantly more stickers to friends than to strangers, suggesting that they made distributive decisions in favor of their in-group members, when they were not the beneficiary of a resource-allocation. In Experiment 2, we examined whether being one of the recipients in the resource-allocation game would affect children's decisions. The procedure was identical to that of Experiment 1 except that participants were asked to allocate stickers between themselves and a friend or a stranger. The children showed selfish distributions regardless of recipients. These results indicate that when children become one of the recipients in a resource-allocation, their self-interests override their preference for in-group members.

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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A Scheme for NPC search in 3D FPS Games Using Object Grouping (객체별 그룹핑을 이용한 3D FPS 게임의 NPC 탐색 방안)

  • Choi, Won-Tae;Choi, Sung-Ho;Yang, Jun-Ho;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.143-146
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    • 2008
  • In this paper, It presents the method the player will be able to confront when the NPC approach to the player, the NPC which have the property which is similar form grouping. The property of the NPC follows in quality of Game and it decides with separate way. To attribute of the NPC it is composed of conduct pattern, an attack pattern and the weapon pattern back. It considers a priority on the group wild middle which is formed and it judges the attack yes or no of the player. The method that proposed will play an important role in development of a 3D FPS games.

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A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.