• Title/Summary/Keyword: play(Game)

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Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

Distributed Carrier Aggregation in Small Cell Networks: A Game-theoretic Approach

  • Zhang, Yuanhui;Kan, Chunrong;Xu, Kun;Xu, Yuhua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.12
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    • pp.4799-4818
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    • 2015
  • In this paper, we investigate the problem of achieving global optimization for distributed carrier aggregation (CA) in small cell networks, using a game theoretic solution. To cope with the local interference and the distinct cost of intra-band and inter-band CA, we propose a non-cooperation game which is proved as an exact potential game. Furthermore, we propose a spatial adaptive play learning algorithm with heterogeneous learning parameters to converge towards NE of the game. In this algorithm, heterogeneous learning parameters are introduced to accelerate the convergence speed. It is shown that with the proposed game-theoretic approach, global optimization is achieved with local information exchange. Simulation results validate the effectivity of the proposed game-theoretic CA approach.

Communication type of online game by gender (성별에 따른 온라인 게임의 커뮤니케이션 유형)

  • Hong, Gi-ju;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.93-94
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    • 2017
  • Game players showed differences in their favorite genres according to gender and fun factors in games. Women prefer RPG, while men prefer RPG, FPS, and simulation. In addition, there was a difference in the type of communication in the game according to gender. Women showed SNS chat, and men preferred party play. People who chat regularly tend to communicate with others while playing games. The smaller the age, the more tendency to communicate with others. Also, 54% of the respondents said they do not chat while playing games. The reason for this is that they have experienced insult or discomfort through chats during the game.

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Do Gender, Types of VR Game, & Virtual Presence Matter in VR Games?

  • Um, Namhyun
    • International Journal of Contents
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    • v.16 no.4
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    • pp.78-83
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    • 2020
  • VR technology has become a game changer in the game industry. VR game market has increased exponentially worldwide. The current study is designed to examine effects of VR game players' gender (male vs. female), types of VR games (solo game vs. multiplayer game), and the level of perceived virtual presence (low virtual presence vs. high virtual presence) on enjoyment and intention to replay. Study findings suggest that male players, after playing VR games, showed higher enjoyment and intention to replay VR games. In terms of types of VR games, multiplayer VR games lead to higher enjoyment intention to replay than solo play games. Finally, this study found that the high level of perceived virtual presence incur higher enjoyment and intention to replay than the low level of perceived virtual presence in playing VR games. Practical implications were discussed in the last section of this paper.

Quick and easy game bot detection based on action time interval estimation

  • Yong Goo Kang;Huy Kang Kim
    • ETRI Journal
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    • v.45 no.4
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    • pp.713-723
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    • 2023
  • Game bots are illegal programs that facilitate account growth and goods acquisition through continuous and automatic play. Early detection is required to minimize the damage caused by evolving game bots. In this study, we propose a game bot detection method based on action time intervals (ATIs). We observe the actions of the bots in a game and identify the most frequently occurring actions. We extract the frequency, ATI average, and ATI standard deviation for each identified action, which is to used as machine learning features. Furthermore, we measure the performance using actual logs of the Aion game to verify the validity of the proposed method. The accuracy and precision of the proposed method are 97% and 100%, respectively. Results show that the game bots can be detected early because the proposed method performs well using only data from a single day, which shows similar performance with those proposed in a previous study using the same dataset. The detection performance of the model is maintained even after 2 months of training without any revision process.

Situating social games in the everyday: an Australian perspective

  • Willson, Michele
    • Journal of Contemporary Eastern Asia
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    • v.14 no.1
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    • pp.57-69
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    • 2015
  • This paper explores some of the ways in which social games - games played with others through social network sites such as Facebook - are situated within the everyday. It argues that social games are more than just games; they perform a range of interactive and integrative functions across and within people's lives and therefore need to be investigated as such. Social games en-able spaces for and practices of creative expression, and identity management. They also form a mechanism through which relations can be enacted and maintained across and outside of the game environment. This argument requires the researcher to consider the panoply of ways in which people integrate social games within their lives and everyday practices. Part of a larger project, this paper explores some findings from an exploratory survey of Australian game play-ers about their management and integration of game play within the everyday with a particular focus on gender.

A Study on Young Children′s Video and Computer Game Uses (유아의 전자 게임 실태에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • v.39 no.4
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    • pp.91-103
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    • 2001
  • The purpose of this study was to investigate actual trends of young children's video and computer-based game uses. Four hundred and eighty parents of 4-6 year-old children were questioned about children's game uses and their attitude toward them and 180 of their children were interviewed. As the results of this study, most of children have been playing video and computer games. Boys played them more frequently than girls and the olders than the youngers. The majority of children liked video and computer games. The first reason to play games was 'interesting'. The most parents considerably tolerated to their children playing games except the arcade games. Many parents limited their children's time of playing games. They occasionally played with their children or observed them playing games.

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Polarization in the Gaming Industry: The dystopian model

  • Hwang, Jin Ha;Yoon, Young Doo
    • The Magazine of Kiice
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    • v.17 no.1
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    • pp.57-63
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    • 2016
  • What will the gaming industry look like in the future? Where is it heading? Most producers, developers, and gamers have been pondering such questions since the very beginning of video games. This paper asserts that the current trend in video games to emphasize rationalization will, in time, bring about an extreme polarization within the game industry. Each year the barriers to entry are becoming lower and the size of the game market is growing, which will bring about an emphasis on who has the power to be recognized in the industry. This paper argues that such trends will, in turn, lead to a power play in which the winner will always be the player with the most monetary power. In time, this prolonged power play is expected to bring about what this discussion refers to as a dystopian model within the game industry.

Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage (MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구)

  • Paik, Paul Chul-ho
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.7-20
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    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.

A Study on the Impact of Time Slip in Online Games (온라인 게임에서 타임 슬립의 영향에 관한 연구)

  • Ha, Yu-Jin;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.509-512
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    • 2020
  • 동물의 숲 시리즈 신작 게임으로 많은 인기를 모은 '모여봐요 동물의 숲'은 섬을 꾸려나가는 시뮬레이션 게임으로 다른 플레이어들과 교류가 가능한 온라인과 콘솔 설정을 통해 원하는 시간대로 플레이 가능한 타임 슬립이 가능하다는 특징이 있다. 본 논문에서는 모여봐요 동물의 숲 플레이어를 대상으로 이와 같은 온라인 게임에서 타임 슬립의 영향에 대한 인식을 조사하고 그 결과를 바탕으로 부정적인 영향을 최소화할 방법을 제시한다.

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