• Title/Summary/Keyword: Player Analysis

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Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.29-44
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    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

A Validation of Differences in Academical Achievement among Bartle's Player Types in Educational Gamification Environments (교육 게이미피케이션 환경에서 바틀의 플레이어 유형간 학업 성취도 차이 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.25-36
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    • 2017
  • The purpose of this study is to verify the difference in academic achievement among Bartle's player types in an educational gamification environment. For the research, we conducted a questionnaire survey of 250 students who took courses at the K - university in $2^{nd}$ semester, 2016. A total of 235 people participated a survey. The Overall score data and player type questionnaire results were combined and statistical analysis was used to validate the difference in academic achievement. According to the results, there was a significant difference in academic achievement by each type of players. The result of this study may be used to design a gamified curriculum considering the characteristics of learner's player types.

Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
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    • v.5 no.2
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    • pp.33-41
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    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

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.

Research on the Influence of Game NPC Design Elements on Player Satisfaction (게임 NPC 디자인 요소가 플레이어 만족도에 미치는 영향 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.8
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    • pp.53-59
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    • 2022
  • In order to improve players' satisfaction with the game NPC (Non Plyer Character), a Structural Equation Modeling (SEM) was made, and NPC design elements were analyzed. First, extract the design elements (entertainment, artistry, interaction, and presence) that affect player satisfaction. And it is assumed that these factors will affect the satisfaction of players, and empirical research is carried out through quantitative research ideas. The results of the analysis of the questionnaire survey data show that four elements have a meaningful impact on player satisfaction, and artistry has the greatest impact on player satisfaction. Finally, according to the analysis results, a proposal for NPC design is proposed. It is expected that this research will provide a reference frame for the design direction of NPC in the future.

Implementation of Badminton Motion Analysis and Training System based on IoT Sensors

  • Sung, Nak-Jun;Choi, Jin Wook;Kim, Chul-Hyun;Lee, Ahyoung;Hong, Min
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.19-25
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    • 2017
  • In this paper, we designed and implemented IoT sensors based badminton motion analysis and training system that can be readily used by badminton players with PC. Unlike the traditional badminton training system which uses signals of the flags by coach, the proposed electronic training system used IoT sensors to automatically detect and analysis the motions for badminton players. The proposed badminton motion analysis and training system has the advantage with low power, because it communicates with the program through BLE communication. The badminton motion analysis system automatically measures the training time according to the player's movement, so it is possible to collect objective result data with less errors than the conventional flag signal based method by coach. In this paper, training data of 5 athletes were collected and it provides the feedback function through the visualization of each section of the training results by the players which can enable the effective training. For the weakness section of each player, the coach and the player can selectively and repeatedly perform the training function with the proposed training system. Based on this, it is possible to perform the repeated training on weakness sections and they can improve the response speed for these sections. Continuous research is expected to be able to compare more various players' agility and physical fitness.

A Study on the Pass Analysis of Football Game using Social Networking Analysis (사회연결망 분석을 활용한 축구경기 패스분석)

  • Lee, Hee-Hwa;Kim, Ji-Eung;Park, Jong-Chul
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.479-487
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    • 2017
  • The purpose of this study was to identify the most influential soccer players by appling social network analysis. The subjects were the German national soccer team and the Korean national soccer team participated in the 2016 Brazil World Cup. The pass collected data provided by FIFA were analyzed by social network analysis using the Ucinet6 program and pass success rate. The results are as follows. First, the soccer player with a lot of passes had a high connection centrality in pass-through networks and high proximity. Second, the German national soccer team has appeared key players as Phillip Lahm and Kroos player, and a key player of the Korean national soccer team was Ki,S.Y. Third, the German national soccer team's quantitative indicator value of proximity center and pass success rate appeared higher than the Korean national soccer team's.

Analysis of the Importance and Satisfaction of Viewing Quality Factors among Non-Audience in Professional Baseball According to Corona 19 (코로나 19에 따른 프로야구 무관중 시청품질요인의 중요도, 만족도 분석)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.123-135
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    • 2021
  • The data processing of this study is focused on keywords related to 'Corona 19 and professional baseball' and 'Corona 19 and professional baseball no spectators', using text mining and social network analysis of textom program to identify problems and view quality. It was used to set the variable of For quantitative analysis, a questionnaire on viewing quality was constructed, and out of 270 survey respondents, 250 questionnaires were used for the final study. As a tool for securing the validity and reliability of the questionnaire, exploratory factor analysis and reliability analysis were conducted, and IPA analysis (importance-satisfaction) was conducted based on the questionnaire that secured validity and reliability, and the results and strategies were presented. As a result of IPA analysis, factors related to the image (image composition, image coloration, image clarity, image enlargement and composition, high-quality image) were found in the first quadrant, and the second quadrant was the game situation (support team game level, support player game level, star). Player discovery, competition with rival teams), game information (match schedule information, player information check, team performance and player performance, game information), interaction (consensus with the supporting team), and some factors appeared. The factors of commentator (baseball-related knowledge, communication ability, pronunciation and voice, use of standard language, introduction of game-related information) and interaction (real-time communication with the front desk, sympathy with viewers, information exchange such as chatting) appeared.

Niche Market Strategies of Local Players in the European Steel Industry (유럽 철강산업 Local Player의 틈새시장 공격전략)

  • 정경희
    • Korean Management Science Review
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    • v.20 no.2
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    • pp.45-59
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    • 2003
  • This study considers the local players in the European steel industry, whose the amounts of crude production are more or less 5 million tons per annum. They do not belong to the Pan-EU mega-group of steel mills with more than 15 million tons of crude production yearly. However, these mid-sized steel mills in European countries have been originated from the strong foundation of steel, scientifically and technically, as well as the centennial history. They concentrate on the niche market adjacent to the local area, which takes advantage of the geographical location. The companies considered here are VoestAlpine in Austria, Salzgitter in Germany, Rautaruukki in finland, and SSAB in Sweden. Their corporate strategies are compared on the basis of product mix and sales structure. And, the deep analysis for each company is performed, such as business strategies with the sales volumes, market strategies. competitiveness improvement planning. and R&D policies with the technology management. These analysis results can be benchmarked as the cases of best practices for domestic steel mills, especially mid & small sized companies, that develop business and market strategies for the sustainable growth and profitability.