• Title/Summary/Keyword: Strategic Games

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Learning Multi-Character Competition in Markov Games (마르코프 게임 학습에 기초한 다수 캐릭터의 경쟁적 상호작용 애니메이션 합성)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.9-17
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    • 2009
  • Animating multiple characters to compete with each other is an important problem in computer games and animation films. However, it remains difficult to simulate strategic competition among characters because of its inherent complex decision process that should be able to cope with often unpredictable behavior of opponents. We adopt a reinforcement learning method in Markov games to action models built from captured motion data. This enables two characters to perform globally optimal counter-strategies with respect to each other. We also extend this method to simulate competition between two teams, each of which can consist of an arbitrary number of characters. We demonstrate the usefulness of our approach through various competitive scenarios, including playing-tag, keeping-distance, and shooting.

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A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry (모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구)

  • Kang, Tae-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.297-309
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    • 2021
  • Many game companies are releasing various games based on mobile platforms, and they are using various marketing strategies such as using celebrities to expand their influence on the initial market. This increases the related cost, which makes the continued development of small and medium-sized game companies more difficult. Therefore, this study attempts to understand consumer values according to the type of mobile game marketing and to explore the factors that affect the switching intention of mobile games based on real users of mobile games. As a result of this study, it was found that the playfulness and economics of mobile game marketing have positive effect on the attitudes towards mobile game advertisements and attitudes towards mobile games, but the attractiveness of mobile game marketing using celebrities does not. It was found that attitudes towards mobile game advertisements and attitudes towards mobile games have an influence on the switching intention of mobile games. Through this, we intend to provide useful implications for small and medium game companies to seek effective marketing plans.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

Environmental analysis and strategy to jointly host the 2027 Chungcheong Summer World University Games (2027 충청 하계세계대학경기대회 공동유치를 위한 환경분석 및 전략)

  • Lee, Jong-Hyun;Kim, Hwa-Ryong;Jeon, Sang-Wan
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.333-346
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    • 2022
  • This study proposes a strategy to attract visitors by analyzing the justification for hosting the 2027 Summer World University Games in Chungcheong, Korea, as well as by assessing the internal and external factors to promote regional development. Using Environmental Analysis as the diagnostic approach, we focus on strength/opportunity (SO), strength/threat (ST), weakness/opportunity (WO), and weakness/threat (WT) analyses. SO analysis show that a matching strategy of mid- to long-term cooperation among the four cities and provinces in Chungcheong and development of local sports by promoting its linkages to science, and industry offer best strategic use-value. ST analysis shows that optimal infrastructure development and establishment of competition management strategies in preparation for non-face-to-face engagement make balanced regional development possible. WO analysis shows the need for rearrangement and renovation of outdated sports facilities, development of programs linked to convergence sports tourism products, efficient and strategic attraction activities, and promoting sustainable development of bed town cities. WT analysis suggests that the imbalance in regional development due to expansion of sports facilities, insufficient cultural contents in tourism, and tourism demand fluctuation are potential problems. Follow-up studies can focus on deeper analysis of the possibility and attractiveness of hosting the Summer World University Games in Chungcheong, Korea using qualitative methods such as focus group interviews and in-depth interviews with stakeholders and local residents.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

Influence Map Method based on Intransitive Relationship Information for Game Character's Strategic Movement (게임 캐릭터의 전략적인 이동을 위한 상성 정보에 기반한 영향력 분포도 방법)

  • Yoon, Tae-Bok;Lee, Jee-Hyong;Choi, Young-Mee;Choo, Moon-Won
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.615-623
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    • 2009
  • Games are usually composed with several units such as monsters, weapons etc.. There are often intransitive relationships between units, like the one among rock, scissors and paper. Intransitive relationships guarantee the variation of strategy choices while playing. But AIs in many games have been ignored intransitive relationships because decision making with those relationships is complex to model. This paper suggests how to use intransitive relationships to modify influence map. With the modified influence map game AI can make a different decision to win the game. With path-finding technique, this paper shows that the modified influence map makes AI's behaviors better.

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Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

The effect of creativity, absorptive capacity and strategic orientation on the distribution strategy of foreign market entry : Focused on Game Industry (해외시장 진입전략에서 창의성과 흡수역량, 전략적 지향성이 미치는 효과에 대한 연구: 게임산업을 중심으로)

  • Park, Young-Eun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.29-62
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    • 2014
  • Game industry, one of cultural-content industry which is considered as a typical knowledge-based industry and creative industry, is not like the overseas expansion of traditional manufacture, and has different strategy and performance of export expansion through product or project-based strategy. Therefore, it should be approached by each content unit, and necessary to look at the factors that make their decision makings of foreign market entry vary. This study focuses on discovering creativity, absorptive capacity and strategic orientation(market orientation and innovation orientation) which affect the difference of distribution's decision making of entry into foreign market in game industry This paper examined 252 cases of online games in order to investigate creativity, absorptive capacity and strategic orientations for each foreign market and what entry type(among licensing, joint distribution, exclusive distribution) they chose according to the products developed in team level. This helps us analyze the factors affecting market orientation and innovation orientation in the perspectives of creativity and absorptive capacity in comprehensive way, and notice the phenomena which use different foreign distribution strategy though there are company incorporated abroad and their results. This study supplements the limit of the existing Resource-Based View, Resource-Dependent View, and traditional international business theories such as Transaction Cost Theory or OLI Paradigm(Eclectic Framework), and proves how company could reduce asymmetry of uncertainty and information in creative industry and whether they accomplish successful overseas expansion according to strategic orientations.