• Title/Summary/Keyword: Player Analysis

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

The Impact of Soccer Player Image on Advertising Effect (축구 선수 이미지가 광고효과에 미치는 영향)

  • Jeong, Hee-Surk;Shin, Jin-Ho;Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.6
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    • pp.1575-1582
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    • 2020
  • This study aimed to provide basic data for establishing advertising strategy based on the value and implications of the image of the player by examining the influence of the image of a soccer player on the advertising effect. Therefore, a domestic soccer player selected as a sample the production population who experienced the advertisement selected as a model, and conducted a face-to-face (face-to-face) and non-face-to-face (mobile) survey for about 5 months from May 1 to September 30, 2020. Data from a total of 402 people were used for the final analysis. For data processing, frequency analysis, internal consistency and exploratory factor analysis, correlation analysis, and multiple regression analysis were performed using the SPSS (ver. 21.0) program. The main results of this study are as follows. First, it was found that the soccer player image impact the brand attitude of the advertising effect in the order of body and appearance, performance, reliability, attitude and morality. Second, it was found that the soccer player image impact the advertising attitude of the advertising effect in the order of performance, attitude and morality, body and appearance, reliability.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

A Kinematic Analysis of Harai-Goshi(Hip Throw) in Judo (여자 유도 허리후리기 기술의 운동학적 특성분석)

  • Kim, Kab-Sun;Park, Chuel-Hong;Lee, El-Koo;Chung, Nam-Ju;Kim, Dong-Hyeon
    • Korean Journal of Applied Biomechanics
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    • v.21 no.1
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    • pp.47-55
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    • 2011
  • The purpose of this study was to perform a kinematic analysis of Harai-goshi(hip throw) in superior female judo players. From our analysis, it appeared desirable for the player to shorten the duration of the technique for maximum results. It was also desirable for the player to draw the opponent backward while simultaneously maneuvering her close to her own body. A turning movement of the body toward the left side was found to be required for the technique, during which the player must lower the position of the center of gravity. During the subsequent angular change of the elbow, the player winds the elbow and, by moving the left shoulder, pulls the opponent toward her. The player lowers the body center by bending the left knee and letting the right knee extend, while turning the upper body and bending the hip joint. The player then draws the opponent in, contacts the opponent closely, turns, and stretches the right knee and hip joint rapidly and concisely, completing the move; it was also found to be desirable for the angular velocity to be increased for maximum efficacy.

A Game Theoretic Study on Power Transactions Analysis in a Competitive Market (경쟁적 전력시장에서의 전력거래 분석에 대한 게임이론접근 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Jung, Jung-Won
    • Proceedings of the KIEE Conference
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    • 1999.07c
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    • pp.1344-1346
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    • 1999
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PoolCO model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are Performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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A Study on Life Style and Behavior Characteristics of the Costume Player (코스튬플레이어들의 라이프스타일과 행동특성에 관한 연구)

  • Jung, Hea-Young;Jung, Hee-Kyeong;Suh, Yong-Han;Oh, Hee-Sun;Lee, Myung-Hee
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.85-92
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    • 2004
  • Costume plays have been of interest to young people in the recent years. The much increased interest in costume plays has prompted many researchers to verify the behavior characteristics of costume players Despite the importance of the costume play, there has been no systematic study of it. The purpose of this study is to demonstrate the influence of life style on behavior characteristics of the costume player. The subjects of this study were members of the web sits(www.cosmaker.com). A total of 155 subjects responded to the questionnaires and the 143 responses were used for further data analysis. The data was analyzed by factor analysis, cluster analysis, and one-way ANOVA. These were the results of the stud: First, costume player groups are classified into three sub-dimensions: other people-oriented, show-off oriented, and exclusive ego oriented. Second, the behavior characteristics of costume player are significantly shown among those groups.

A Study on Methodology for Considering Risk in Power Transactions in Futures Market (선물 시공에서의 전력거래 위험 고려 방법론 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Kim, Jin-Ho
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.400-402
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    • 2000
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PooICo model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

Research on the Relationship between Player Type and MMORPG "Grinding" Type (플레이어 유형과 MMORPG "Grinding" 유형과의 관계 연구)

  • Yang, Dan;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.49-62
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    • 2021
  • In the middle and late period of MMORPG, as more and more time and energies are repeatedly consumed due to Grinding, it is easy for the players to feel bored and quit the game. This paper mainly studies the differences in preferences of four types of players for MMORPG grinding types. Apart from that, SPSS software is used to make descriptive analysis, credibility analysis, and one-way analysis of variance on the 200 survey sample data. Based on the content of the experimental results, this study proposes an optimized design plan for MMORPG grinding from the perspective of player tendency.

Analysis of Plantar Foot Pressure in Skilled and Unskilled Player's during a Free Throw in Basketball (농구 자유투 동작 시 숙련자 및 미숙련자의 족저압력 분석)

  • Kim, Chang-Hyun;Lee, Joong-Sook;Jang, Young-Min
    • Korean Journal of Applied Biomechanics
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    • v.22 no.2
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    • pp.183-191
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    • 2012
  • The objective of this study was to evaluate the plantar foot pressure of skilled and unskilled players during a free throw. The experiment performed here in measured the movement route of the mean foot pressure, maximum foot pressure, and center of pressure in four event zones (ready, maximum knee flexion, release event, and maximum knee extension) for both groups while they were wearing the plantar foot pressure measurement equipment under identical conditions. The major findings are as follows. When getting ready (RD) during a free throw, the skilled player group had higher mean and maximum foot pressures, although neither variable showed significant differences statistically. For the maximum knee flexion (MF) during a free throw, the skilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. For the release event (RE) during a free throw, the unskilled player group had higher mean and maximum foot pressures, but only the mean foot pressure significantly differed statistically. During the maximum knee extension (ME) of a free throw, the unskilled player group had a higher mean foot pressure, and the skilled player group had a higher maximum foot pressure. No significant correlation was found between the two groups. For the skilled player group, movement towards the center of pressure showed a stable form that moved from the rear to the front and from side to side during a free throw. For the unskilled player group, movement towards the center of pressure was unstable, which made it impossible to move from the rear to the front and from left to right.