• Title/Summary/Keyword: fixing game

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Development of Sports Ethics Consciousness Scale for Preventing Fixing Game (승부조작 예방을 위한 스포츠 윤리의식 척도개발)

  • Kwon, Ki-nam;Lee, Jung-Rea;Lee, Hyuck Gi
    • 한국체육학회지인문사회과학편
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    • v.58 no.4
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    • pp.127-138
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    • 2019
  • The purpose of this study was to develop sports ethics consciousness scale for preventing fixing game, based on foreign data but considering the actual conditions of Korea. Respondents were elite sports athletes from D-city. This study was conducted on 304 elite sports athletes from middle, high school and college students selected by purposeful sampling, for three months from May to July 2018. In the date analysis stage, the descriptive statistic analysis was performed for understanding the item characteristic and the internal consistency coefficient(α), the exploratory factor analysis and the confirmatory factor analysis were perforned for analysing the credibility, the validity. There were five sub-factors of sports ethics consciousness scale, consisting of ethics of autonomy, ethics of collectivism, ethics of common good, ethics of dignity, and ethics of productivity, which were identified through 23 questions. It was proved that the scale have enough suitability (χ2=420.151, df=220, p=.000, GFI=.996, NFI=.979, TLI=.960, CFI=.978, RMSEA=.055).

A Study on the Actual Condition of Abuse in PVP Game (PVP 게임에서 어뷰징 실태에 관한 연구)

  • Kim, Jae-Un;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.649-652
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    • 2020
  • 본 논문에서는 스타크래프트 게임이나 리그 오브 레전드 게임 등의 이용자끼리 실력을 겨루는 PVP 형태의 온라인 게임들에서 일어나는 어뷰징에 대해서 실태를 조사하고 이에 따른 개선 방안을 제시한다. 어뷰징에 관하여 알아보고 어뷰징이 게임과 일상에서 어떻게 작용하는지 설명하고 유저들이 어뷰징으로 인한 피해를 입는 사례를 조사하고 현재 개발사들의 조치 방안 및 유저 커뮤니티의 의견 등을 통해 실태에 대해 내용을 제시한다. 결론으로 조사한 자료를 바탕으로 어떻게 하면 어뷰징을 좀 더 방지할 수 있는지에 대한 개선 방안을 제시하고 게임 운영 차원에서 어떤 방식으로 지원해야 하는지를 제시한다.

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Development of 2D Platformer Game with an Emphasis on Achievement Systems (업적 시스템을 강조한 2D 플랫포머 게임 개발)

  • Jeong-Won Nam;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.207-213
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    • 2023
  • Achievement systems have proliferated so quickly in gaming that it's hard to find a game that doesn't have them. However, their introduction has come with a number of drawbacks, including a lack of sense of accomplishment and immersion, and a lack of difficulty setting. There is a genre of achievement games that have managed to turn the downsides of achievement systems into unique features of their games, but they are dwindling in number. In this situation, we developed 'Achievement Run', an achievement game that can meet the needs of achievement enthusiasts by fixing the shortcomings of existing games. This paper introduces the development process of a new achievement game called 'Achievement Run' and conducts in-depth interviews with gamers to find out what kind of experience it provides, and concludes that the game's achievement system provides a generally positive player experience. Therefore, this paper will provide useful guidance not only for achievement-oriented game enthusiasts, but also for game development in general.

Mobile digital storytelling using Hamel (하멜을 이용한 모바일 디지털 스토리텔링)

  • Ko, Seok-Ha;Lim, Ji-Hoon;Kim, Seong-Baeg;Moon, Hae-Gyoung;Hyun, Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.172-175
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    • 2006
  • Hamel has a scholastic value as the first person, who announces Jeju and Korea to Europe. However, there has been little research on developing digital contents except a few books about Hamel. We develop an educational game on PDA using Hamel, based on Hamel character, Jeju's unique culture, multimedia technology, and so on. Compared with the previous games, it is different from the form of gathering points and has various game scenarios through interactions between Hamel character and game space. The structure of this game, which connects Jeju culture and cyber space together, represents the form of a digital storytelling. You can study through this game. It uses quizzes about Jeju culture, crossword puzzles, finding a sequence, finding differences between two pictures to teach users, and fixing pieces of a figure, etc. When we made the game, we divided it into some independent modules to make new game series easily using contents of the other provinces.

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