• Title/Summary/Keyword: Player's Tendency

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Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

The Relationship between Autonomy and Achievement Motivation of University Players (대학선수들의 자율성과 성취동기와의 관계)

  • Hwang, Sung-Geun
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.465-471
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    • 2016
  • This study intends to figure out the relationship between autonomy and achievement motivation of the university players. For this purpose, Survey was performed to Seoul and Metropolitan area's 25 sports 396 Players., And using SPSS 18 and AMOS program descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis were conducted. Based on purified data through the process, the relationship between autonomy and achievement motivation was verified with correlation analysis and regression analysis. As a result, autonomy was recognized by male player higher than female player, and in goal-orientation of the access tendency of achievement goal orientation, male player showed higher scores. And in mastery-avoidance of avoidance, female player showed higher scores and in performance-avoidance, male player showed higher scores. According to regression analysis, autonomy affects mastery-approach and achievement goal orientation of the performance-approach.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Prospects and Analysis of Technological Trend To Smart Glasses Evolution (스마트안경의 기술동향 분석과 전망)

  • Park, Jong-Man;Hwang, Jae-Ryong;Kim, Ha-Jine
    • Journal of the Korea Safety Management & Science
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    • v.15 no.3
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    • pp.163-170
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    • 2013
  • There are many pros and cons for whether smart glasses and watch would be further going technology or not beyond smart phone. What have to do domestically is to find acting ways to catch up with technological gap in short term basis through analyses and investigations in technological issues, patents profile, market forecast. In this paper, firstly we investigate and review technological issues and form factors of smart glasses and HMD, and secondly analyze technological tendency and identify their core technology and intension from global key player's patents analyses connected with smart glasses, and conclusively suggest technological prospects and it's countermeasures.

Korean Household’s Level and Standard of Consumption: For Developing Sustainable Lifestyle (한국가계의 소비수준 및 표준:지속가능한 생활양식의 실현 모색)

  • 손상희
    • Journal of Families and Better Life
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    • v.19 no.5
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    • pp.259-277
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    • 2001
  • The purpose of this study was to identify household’s level and standard of consumption and their related variables in order to derive some useful implications for developing sustainable lifestyle. Data were collected from 567 household wives living in Seoul and the five Metropolitan cities in Korea. The results showed that most households owned such goods as central heating system, shower and bath, refrigerator, microwave oven, vacuum cleaner, washer. TV video player, personal computer, mobile phone, and car. They thought that most of the goods were necessary for the desired level of living and has a strong aspiration to buy those goods. This implied a tendency of uniformity in need perceptions and consumption patterns among Korean households. However, level and standard of consumption measured in selected living area differed according to age. education family size, household income, occupation, and the size housing, which showed that different approach was needed for developing sustainable lifestyle according to these variables.

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Ecological support system for promoting youth culture in a new millenium age A study of Adolescents consumer conspicuous consumption - Comparisons between seoul city, small and medium-sized cities and towns - (새 밀레니엄에서의 청소년 문화창조를 위한 생태학적 지원체계(III): 청소년의 건전소비문화 정착을 위한 과시소비 기초 분석 -서울시, 중소도시, 군.읍.면 비교-)

  • 계선자;이정우;김명자;박미석;강기정
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.15-28
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    • 2000
  • The purpose of this study is to analyze Adolescents spending habits and examine it. The data was collected from 1125 high school students and their parents nationwide. The resets are as follows. 1. About seventy eight percent of the responded students own relatively high-priced goods such as brand-name jeans (59.1%), a mobile phone (31.9%), perfume with a price of 50,000 won or more (26.5%), CD Player (24.4%) or electronic pocket diary (17.1%). The percentage varies according to region. 2. The Adolescents tendency for conspicuous consumption is reflected by 2.92 points out of a total 5 points, while their mothers'marks 2.18 points. By region, conspicuous consumption behavior is more common in Seoul than in other small and medium-sized cities and towns. Also, the more mother attribute children's behavior internally, the lower the childeren's competence is.

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Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

High Speed Action at Football (축구의 스피드 운동)

  • Lee, Kyung-Tai;Choi, Jae-Hyuck;Kim, Jang-Yeol;Kim, Jun-Ho;Park, Sung-Ryul;Park, Hyun-Kyoo;Kim, Jin-Su
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.5 no.2
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    • pp.94-99
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    • 2006
  • The football was the ball sport using aerobic and anaerobic exercise both. And than a body ability to need has the endurance, strength, agility and flexibility at the soccer. The fact to influence the ability of the made of goal was especially agility and player's view. Now, tendency to emphasize the position that midfield playing with fast speed do strong pressure in modern soccer. Let's find out about speed element.

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Performance analysis of volleyball games using the social network and text mining techniques (사회네트워크분석과 텍스트마이닝을 이용한 배구 경기력 분석)

  • Kang, Byounguk;Huh, Mankyu;Choi, Seungbae
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.619-630
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    • 2015
  • The purpose of this study is to provide basic information to develop a game strategy plan of a team in a future by identifying the patterns of attack and pass of national men's professional volleyball teams and extracting core key words related with volleyball game performance to evaluate game performance using 'social network analysis' and 'text mining'. As for the analysis result of 'social network analysis' with the whole data, group '0' (6 players) and group '1' (11 players) were partitioned. A point of view the degree centrality and betweenness centrality in 'social network analysis' results, we can know that the group '1' more active game performance than the group '0'. The significant result for two group (win and loss) obtained by 'text mining' according to two groups ('0' and '1') obtained by 'social network analysis' showed significant difference (p-value: 0.001). As for clustering of each network, group '0' had the tendency to score points through set player D and E. In group '1', the player K had the tendency to fail if he attack through 'dig'; players C and D have a good performance through 'set' play.

The Effect of snatch technique improvement for men weightlifter of feedback support through quantity analysis by periods (주기적 정성적분석을 통한 훈련목표 제공이 남자 역도 인상기술 향상에 미치는 영향)

  • Moon, Young-Jin;Ryu, Jung-Hyun;Lee, Soon-Ho
    • Korean Journal of Applied Biomechanics
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    • v.14 no.2
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    • pp.69-83
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    • 2004
  • The purpose of this study is searching for technical merits and demerits of each weight lifting player through qualitative motion analysis system. Moreover, It is also analysis the repeating the establishment of exercise purpose and studying for the effect of the field adaptation. The subject of this study was five male weight lifting players who have been engaged in Korean Delegation Team. The institution of exercise target was made through two times qualitative analysis and the result of studying for the effect of the field adaptation was produced before offering feedback. Moreover, two time analysis added after offering feedback. All analysis was based on 2-D visual analysis. The results of this study are as follows: 1. Maximal barbell moving speed in starting phase was decreased after offering feedback. This result implies advancement of technical skills after offering feedback. 2. From starting posture to 앉아받기, forward and backward moving distance of hip joint was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 3. In terms of pull phase, forward and backward moving distance of hip and shoulder joint was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 4. In terms of pull phase, the difference of horizontal value of coordinates was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 5. In terms of pull phase, the motion range of hip joint was decreased after offering feedback in three of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them were not variable or narrow decreasing. This result represents that feedback system could not brought tremendous effects. 6. From apex point of barbell to 앉아받기, the difference of barbell height was decreased after offering feedback in three of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them weren't variable or narrow increasing. This result represents that feedback system could not brought tremendous effects. 7. In terms of last-pull phase, the angular velocity of knee joint was increased after offering feedback in four of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them, only one subject, decreased. This result represents that feedback system could not brought tremendous effects. 8. In terms of last-pull, the conversional tendency of maximal extension to flextion came out all but simultaneously without offering feedback in four of five subjects. This is well-performed technique. Only one subject, however, could not use power effectively because the fact that his maximal extension came out in serial, from ankle to knee and waist means dispersion of power. In addition to, after offering feedback, only one subject made increasing the maximal extension of knee in last-pull and this result represents advancement of skills after offering feedback. However, the rest of them could not make meaningful development after offering feedback. 9. It might be assumed that searching for technical merits and demerits of each weight lifting player through qualitative motion analysis system could improve player's skill.