• Title/Summary/Keyword: use for game

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Study on the Contexts and Meanings of Adolescents' Addictive Game Play (청소년의 중독적 게임하기 맥락과 의미에 관한 연구)

  • Jeon, Gyongran;Lim, Sohei
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.83-94
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    • 2012
  • Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.

Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.15-29
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    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

Reflection and Suggestions on the Effects of Game Culture Policy (게임문화정책의 효과에 대한 성찰과 제언)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.95-110
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    • 2018
  • The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.

The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

Intelligent Real-time Game Characters using Genetic Algorithms (유전자 알고리즘을 사용한 지능적인 실시간 게임 캐릭터)

  • Tae-Hong Ahn;Sung-Kwan Kang;Sang-Kyu Lee;U-Jung Kim;Hong-Ki Kim
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1309-1316
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    • 2001
  • In the majority of todays animation and computer games, the behaviours of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on learning ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.

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What are Computer Games for Adolescents? (청소년이 인식하는 게임의 의미: 청소년기의 발달적 특징을 고려하여)

  • Kim, Tae-Yeon;Choi, Naya;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.105-120
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    • 2013
  • In this study, we tried to find out various characteristics of adolescents' computer game using out of functionalism. We used in-depth interviews to 18 adolescents to investigate what they think about games and how they use games. Adolescents showed positive perspectives and had mature attitudes to games. Games are leisure activities which can be carried out only after finishing homework, the fiction which is less important than the reality, something that needs proper restriction. Also, peer group strongly affected their game using.

Pacman Game Using Recognition of Hand Movement from Game Industry (게임 산업에서 손동작 인식을 이용한 팩맨 게임)

  • Shin, Seong-Yoon;Rhee, Yang-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.3
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    • pp.51-57
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    • 2012
  • Pacman is known as the terminator of the loved classic game in the world. In this paper, classic pacman game without using a keyboard or a mouse we should be able to play the game with simple hand gestures. In other words, It use motion game to be a substitute for the hand direction key using the center coordinates. Also, movements of the monster is to be replaced depending on your hand movements by extracting a pointer of hand taking pictures in the MFC dialog using Cam. In this paper, YCbCbr image is convert to RGB images to extract skin color, and multiplication operations and hybrid median filtering was used in order to obtain better images. And it is used to obtain movement of the hand area based on obtain the center of gravity of the hand region.

Intelligent AI Technique Adaptive for Online Game Using Fuzzy Extension Principle (퍼지 확장 기법을 이용한 온라인 게임에 적합한 지능적 AI 기법)

  • Mun, Sung-Won;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.77-85
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    • 2008
  • In the current online game field, many studies on the realization of AI have been carried out. It is, however, very hard to apply smart AI to the online games due to the limited use of resources. The Fuzzy extension method this thesis presents is suitable to online games because it causes less loads in the system and makes it possible to realize more human-like AI. To realize this kind of AI, this paper suggests AI system design methods suitable to fuzzy-based online game and presents practical plans to apply them through the produced demos.

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A Study on the frame within a frame as a Digital Game Design Tool (디지털 게임 설계 장치로서의 다중 프레임 연구)

  • Kim, Da-In;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.111-124
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    • 2021
  • Starting with painting, it is the frame that plays the main role in movies, cartoons, and games as well as the act of attracting the audience's attention. Knowing about a frame is to be able to read and use the frame. Therefore, this paper deals with frames of digital games, especially multiple frames that complement the limited configuration of primary frames. In this paper, frame within frames are classified into structural frames, which are the basic components of the game, temporal frames, which reflect player behavior, and surface frames representing the characteristics of existing visual media. Through this, we examine the aspects of frame within a frame as digital game design equipment. This paper is meaningful in that it derives the possibility of using frame within a frame of games in the future and provides a mechanism for frame within a frame analysis.