• Title/Summary/Keyword: gaming

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A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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The OAuth 2.0 Web Authorization Protocol for the Internet Addiction Bioinformatics (IABio) Database

  • Choi, Jeongseok;Kim, Jaekwon;Lee, Dong Kyun;Jang, Kwang Soo;Kim, Dai-Jin;Choi, In Young
    • Genomics & Informatics
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    • v.14 no.1
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    • pp.20-28
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    • 2016
  • Internet addiction (IA) has become a widespread and problematic phenomenon as smart devices pervade society. Moreover, internet gaming disorder leads to increases in social expenditures for both individuals and nations alike. Although the prevention and treatment of IA are getting more important, the diagnosis of IA remains problematic. Understanding the neurobiological mechanism of behavioral addictions is essential for the development of specific and effective treatments. Although there are many databases related to other addictions, a database for IA has not been developed yet. In addition, bioinformatics databases, especially genetic databases, require a high level of security and should be designed based on medical information standards. In this respect, our study proposes the OAuth standard protocol for database access authorization. The proposed IA Bioinformatics (IABio) database system is based on internet user authentication, which is a guideline for medical information standards, and uses OAuth 2.0 for access control technology. This study designed and developed the system requirements and configuration. The OAuth 2.0 protocol is expected to establish the security of personal medical information and be applied to genomic research on IA.

Game Use and School Life of Korean Adolescents: Gender Difference and Moderating Effects of Social Relationship (청소년의 게임이용과 학교생활 - 성별 차이와 사회적 관계의 조절효과)

  • Kim, Kyungmi;Youm, Yoosik
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.753-765
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    • 2016
  • This study examines links between Korean adolescents' uses of games and their school lives. A gender-based analysis was conducted and moderating effects of social relationship variables were tested. The major findings are as follows. First, some gender differences were found in impacts of game use. For example, although a game addiction variable appeared to influence both male and female adolescents negatively on the school-related conscientiousness, only male students displayed a negative impact of game time. It represents a gender difference in the preferred game genres and ways of using them. Second, the analysis showed that variables of social relationship could moderate the negative effects of game use. While the relationship with father appeared to moderate the negative effects of game time in male adolescents, the relationship with mother turned out to relieve the negative impacts of game addiction in female ones. In the case of male adolescents, however, the relationship with the parents did not show any moderating effect on game addiction. This study supports the claim that it is necessary to take a gendered approach in studying gaming.

A Study on Security Consideration and Utilization of Domestic Encryption Algorithm for Developing Secure Smartphone Applications (안전한 스마트폰 애플리케이션 개발을 위한 보안 고려사항 및 국산암호알고리즘 적용 방안 연구)

  • Kim, Jee Yeon;Jeon, Woong Ryul;Lee, Young Sook;Kim, Mi Joo;Jung, Hyun Chul;Won, Dong Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.51-61
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    • 2011
  • A smartphone is a mobile phone that offers more advanced computing ability and connectivity than a contemporary basic feature phone. Unlike feature phone, a smartphone allows the user to install and run more advanced applications based on a specific platform. Smartphones run complete operating system software providing a platform for application developers. A smartphone will become the default computing method for many point activities in the not-too-distant future, such as e-mail, online shopping, gaming, and even video entertainment. For smartphone that contains sensitive information and access the Internet, security is a major issue. In the 1980s, security issues were hardly noticed; however, security is a major issue for users today, which includes smart phones. Because security is much more difficult to address once deployment and implementation are underway, it should be considered from the beginning. Recently our government recognized the importance of smartphone security and published several safety tips for using the smartphone. However, theses tips are user-oriented measures. Maintaining the security of a smartphone involves the active participation of the user. Although it is a important users understand and take full advantage of the facilities afforded by smarphone, it is more important developers distribute the secure smartphone application through the market. In this paper we describe some scenarios in which user is invaded his/her privacy by smartphone stolen, lost, misplaced or infected with virus. Then we suggest the security considerations for securing smartphone applications in respect with developers. We also suggest the methods applying domestic encryption algorithms such as SEED, HIGHT and ARIA in developing secure applications. This suggested security considerations may be used by developers as well as users (especially organizations) interested in enhancing security to related security incidents for current and future use of smartphones.

A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

Effect of the Confusion Level of Dual-Tasks Using a Smartphone on the Gait of Subjects with Chronic Ankle Instability While Walking (보행 중 스마트폰을 이용한 이중과제의 혼란수준이 만성 발목불안정성 성인의 보행에 미치는 영향)

  • Choi, Woo-Sung;Choi, Jong-Duk
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.3
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    • pp.99-108
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    • 2020
  • PURPOSE: This study examined the effects of the confusion level in performing dual tasks using smartphones while walking in subjects with chronic ankle instability (CAI). METHODS: Twenty subjects with CAI and 20 healthy subjects participated in the study. The spatial, temporal, spatial-temporal, and variability gait parameters were measured using GAITRite under four different conditions: general gait, web surfing during gait, texting during gait, and gaming during gait. Two-way repeated-measures analysis of variance was used to analyze the interaction according to the group (2) and confusion level in dual-tasks (4). One-way repeated-measures analysis of variance was used to compare the changes within the group according to the confusion level in dual-tasks. The changes between groups were compared using an independent t-test. The statistical significance level was set to p = .05. RESULTS: Significant interactions in the temporal and spatial-temporal gait parameters were found between the dual-task conditions and the other groups (p < .05). Significant within-group differences in the spatial, temporal, and spatial-temporal gait parameters were found according to the confusion level in dual tasks (p < .05). Significant between-group differences were observed in the temporal and spatial-temporal gait parameters according to the confusion level in dual tasks (p < .05). CONCLUSION: The effect of the confusion level in dual tasks was greater in subjects with CAI than in healthy individuals. This study suggests that to prevent reinjury to the ankle, subjects with CAI should avoid dual tasks such as using smartphones while walking.

Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.369-376
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    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty (온라인게임 운영 서비스와 콘텐츠 만족도가 게임 충성도에 미치는 영향에 대한 연구)

  • Jeong, Eui-Jun;Kim, Min-Chul;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.33-44
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    • 2012
  • With the development of online game industry, the focal structure of game industry is under the expansion from content production to service management. In line with the trend, game service management and user satisfaction to the service as well have gained their weight in the game industry. However, since previous studies have focused on content production, little was discussed on the game service management. The current study investigated the effects of game service on user satisfaction. In addition, we tested the effects of a user's game service satisfaction on the user's loyalty toward the games with consideration of the user's content satisfaction and the gaming period. Results showed that there is a significant association between service satisfaction and user loyalty in the user's continual use of the games. Specifically, light users showed high loyalty with the increase of service satisfaction as they continue playing the games.

Practical Implications in the Setting Aside and the Refusal of Enforcement of Arbitral Award - Focusing on the Public Policy - (중재판정의 취소와 집행거부에 따른 실무상의 유의점 - 공서위반을 중심으로 -)

  • Oh, Won-Suk;Kim, Yong-Il
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.35
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    • pp.101-124
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    • 2007
  • This paper purposes to examine the setting aside and the refusal of enforcement of arbitral awards and their implications for practitioners. The aim of challenging an award before a national court at the seat, or place, of arbitration is to have it modified in some way by the relevant court, or more usually, to have that court declare that the award is to be disregarded (i.e. "annulled" or "set aside") in whole or in part. If an award is set aside or annulled by the relevant court, it will usually be treated as invalid and accordingly unenforceable, not only by the courts of the seat of arbitration but also by national courts elsewhere. This is because, under both the 1958 New York Convention and the UNCITRAL Model Law, the competent court may refuse to grant recognition and enforcement of an award that has been "set aside" by a court of the seat of arbitration. The New York Convention set out various grounds for refusal of recognition and enforcement of an arbitration award. The provisions of the Model Law governing recognition, enforcement or setting-aside of awards are almost identical to those set out in the Convention. Especially, the New York Convention and the Model Law state that an arbitral award may be refused and set aside if a national court of the place of arbitration finds that the award is in conflict with the public policy of its own country. Each state has its own concept of what is required by its "public policy". It is possible to envisage, for example, a dispute over the division of gaming profits from a casino. In many states, the underlying transaction that led to the award would be regarded as a normal commercial transaction and the award would be regarded as valid. Indeed, it is a consistent theme to be found in the legislation and judical decision of many countries. If a workable definition of "international public policy" could be found, it would provide an effective way of preventing an award in an international arbitration from being set aside and refusal for purely domestic policy consideration.

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