• Title/Summary/Keyword: Player's Attitude

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Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

Study on the validity of PEAS for analyzing doping attitude and disposition of Korean elite player through Rasch model (엘리트 선수의 도핑 사고성향 분석을 위한 한국형 PEAS의 타당도 검증: Rasch 모형 적용)

  • Kim, Tae Gyu;Kim, Sae Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.3
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    • pp.567-578
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    • 2014
  • PEAS (performance enhancement attitude scale) has been used to measure attitude and disposition toward doping in elite athlete. It is constructed of 17-item, 6-point scale. The purpose of this study was to verify validity of the PEAS for Korean elite player through Rasch model. The scale was administered to 438 Korean elite players. Principal component analysis was used to verify unidimensionality using SPSS program. Rasch measurement computer program, WISTEPS, was used to estimate goodness-of-fit of items and category structure. Differenctial item functioning by gender was also estimated by the WINSTEPS program. All alpha level was set at 0.05. First, principal component analysis showed that unidimensionality is satisfied as over 20.0% of variance of eigenvalue. Second, category probabilities curve showed 5-point scale was better than 6-point scaled statistically. Third, seven items (1, 9, 10, 12, 13, 14, 17) in the 17-item were not good model fit and three items (3, 12, 13) were estimated as the differential item functioning. This study showed that 9-item, 5-point scale is better PEAS to Korean elite player.

Study on Player Attitudes Regarding Gender in the MMORPG Customization Process (MMORPG 커스터마이징에서 젠더에 대한 플레이어 태도 연구)

  • Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.91-101
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    • 2012
  • The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • v.13 no.3
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.89-100
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    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

The Effect of Personal Value Disposition on the Consumer Attitude of Advertising Appeal Type (개인의 가치성향이 광고 소구유형에 따라 소비자 태도에 미치는 영향)

  • Sung, Ki-Hyeok
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.154-163
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    • 2009
  • A new advertising, unlike traditional advertising, has a unique characteristics as a consumer's life styles are changed. This study explores consumer attitude affected by personal value disposition of each advertising creative appeal types. Personal value disposition implies directions of creative and determines advertising effect. So, personal value disposition deserves special consideration of not only print media, but broadcast media and internet media. In the present study, Research has been performed for a diffusion analysis based upon a survey of 338 individuals who were selected randomly. Test advertisement of MP3 Player has been used because involvement of products takes a neutral attitude comparatively. Result from the experiment show that, individualism-rational appeal is the most effective for consumers attitude. Groupism-rational appeals affects consumer's attitude, either. Groupism-emotional appeal has a partial effect and individualism-emotional appeal has no statistical significance. This experiment can be a foundation stone of personal value disposition studies.

On the Bayesian Fecision Making Model of 2-Person Coordination Game (2인 조정게임의 베이지안 의사결정모형)

  • 김정훈;정민용
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.113-143
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    • 1997
  • Most of the conflict problems between 2 persons can be represented as a bi-matrix game, because player's utilities, in general, are non-zero sum and change according to the progress of game. In the bi-matrix game the equilibrium point set which satisfies the Pareto optimality can be a good bargaining or coordination solution. Under the condition of incomplete information about the risk attitudes of the players, the bargaining or coordination solution depends on additional elements, namely, the players' methods of making inferences when they reach a node in the extensive form of the game that is off the equilibrium path. So the investigation about the players' inference type and its effects on the solution is essential. In addition to that, the effect of an individual's aversion to risk on various solutions in conflict problems, as expressed in his (her) utility function, must be considered. Those kinds of incomplete information make decision maker Bayesian, since it is often impossible to get correct information for building a decision making model. In Baysian point of view, this paper represents an analytic frame for guessing and learning opponent's attitude to risk for getting better reward. As an example for that analytic frame. 2 persons'bi-matrix game is considered. This example explains that a bi-matrix game can be transformed into a kind of matrix game through the players' implicitly cooperative attitude and the need of arbitration.

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Analyzing the Effects of Anthropomorphism in NPCs Applied by GPT on User Satisfaction and Loyalty

  • Namjae Cho;Zhilan Cao;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.121-137
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    • 2024
  • This research studies NPCs applied by Generative Pre-trained Transformer (GPT) Technology. This study set three independent variables as characteristics of the NPCs applied GPT. User immersion is set as a mediator variable, while user game satisfaction and loyalty are chosen as dependent variables. The Stimulus-Organism-Response (SOR) theory is employed to study user attitude changes, and immersion is examined through the Flow Theory. The study found that interactions between NPCs and users directly and indirectly influence user satisfaction and loyalty. This suggests that NPCs capable of providing users with desired information, rather than merely following predetermined protocols, can enhance the user's affinity for the game. Furthermore, the intelligence and human-likeness of NPCs were found to indirectly influence satisfaction and loyalty through immersion. These findings underscore the importance of GPT-applied NPCs in the gaming industry, with potential implications for the future development and enhancement of such NPCs within games.

A study of game player's satisfaction in mobile game base (모바일게임기반에서의 게임머 고객만족에 관한 연구)

  • Park, Young-Kyun;Suh, Jung-Seok
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.102-111
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    • 2001
  • The purpose of this study is to empirically test developed on the basis of the literature review regarding customer satisfaction management and gamer's satisfaction factor To analyze the date collected from 1999 respondents. Frequency Corsstabs Oneway ANOVA analysis was performed with SPSS/PC+ Window 7.5. The results can be sumarized as follows. First, Dissatisfaction factor of game service is game possible area, game being cut off and game use charge. Second, Solution suvject is 'no service' in underground area/big size crowed area and game being cut of. Finally, The most impotant aspects when a customer visits Korea Movement Technology are the friendly attitude of the employee, problem-solving and papid pesponse to inquirce.

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A study on self-expression attitude and fandom phenomenon of avatar customizing (아바타 커스터마이징의 자기표현 태도와 팬덤현상 연구)

  • Son, Jun-Gi;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.47-58
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    • 2018
  • MMORPG started from text-based MUD in the early '80s and had developed a lot of technology to the present. As these technologies evolve, so far, the game has changed in the game centred on male enthusiasts, and the use of players with various tendencies is increasing. As a result, a new phenomenon in the MMORPG virtual space has created. In this paper, MMORPG users are divided into five factors by using Q methodology and studied play about fandom phenomenon. Through this, the player showed the self-expression phenomenon according to the level, and the characteristic that develops from the enjoyment of the gameplay itself to the fandom phenomenon further developed.