• Title/Summary/Keyword: use for game

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Critical Analysis of Gaming Disorder/Addiction Researches on Neuroimages, Measurement Tools, and Research Processes (게임 장애/중독 연구에 대한 비판적 분석 - 뇌 사진, 판단 척도 및 연구 절차를 중심으로)

  • Song, Doo Heon
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.135-146
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    • 2019
  • World Health Organization reveals its plan for listing 'Gaming Disorder' on the 11th International Disease Codes (ICD-11) in 2018 and it opens hot debate among scholars on its validity and timeliness. Korea, however, seems to have avoided the issue without appropriate academic refutation. In this paper, we review past academic studies related to game addiction or disorder focused on their validity of disorder measurement tools, research designs and the effect of neuroimaging studies. This analysis reveals that excessive use of gaming is not sufficient to register it as a disease and there is a risk of stigmatizing healthy gamers.

A Study on Brand Image Analysis of Gaming Business Corporation using KoBERT and Twitter Data

  • Kim, Hyunji
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.75-86
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    • 2021
  • Brand image refers to how customers, stakeholders and the market see and recognize the brand. A positive brand image leads to continuous purchases, but a negative brand image is directly linked to consumers' buying behavior, such as stopping purchases, so from the corporate perspective, it needs to be quickly and accurately identified. Currently, methods of investigating brand images include surveys and SNS surveys, which have limited number of samples and are time-consuming and costly. Therefore, in this study, we are going to conduct an emotional analysis of text data on social media by utilizing the machine learning based KoBERT model, and then suggest how to use it for game corporate brand image analysis and verify its performance. The result has proved some degree of usability showing the same ranking within five brands when compared with the BRI Korea's brand reputation ranking.

Application of Information Technologies for Lifelong Learning

  • Poplavskyi, Mykhailo;Bondar, Ihor
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.304-311
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    • 2021
  • The relevance of the research involves outlining the need for modern professionals to acquire new competencies. In the conditions of rapid civilizational progress, in order to meet the requirements of the labor market in the knowledge society, there is a readiness for continuous training as an indicator of professional success. The purpose of the research is to identify the impact of various forms of application of information technologies for lifelong learning in order to provide the continuous self-development of each person without cultural or age restrictions and on the basis of rapid digital progress. A high level (96%) of need of the adult population in continuing education with the use of digital technologies has been established. The most effective ways to implement the concept of "lifelong learning" have been identified (educational camps, lifelong learning, mass open online courses, Makerspace activities, portfolio use, use of emoji, casual game, scientific research with iVR game, implementation of digital games, work in scientific cafes). 2 basic objectives of continuing professional education for adults have been outlined (continuous improvement of qualifications and obtaining new qualifications). The features of ICT application in adult education have been investigated by using the following methods, namely: flexibility in terms of easy access to ideas, solving various problems, orientation approach, functional learning, group or individual learning, integration of leisure, personal and professional activities, gamification. The advantages of application of information technologies for continuous education (economic, time, and adaptive) have been revealed. The concept of continuous adult learning in the context of digitalization has been concluded. The research provides a description of the structural principles of the concept of additional education; a system of information requests of the applicant, as well as basic technologies for lifelong learning. The research indicates the lack of comprehensive research in the relevant field. The practical significance of the research results lies in the possibility of using the obtained results for a wider acquaintance of the adult population with the importance of the application of lifelong learning for professional activities and the introduction of methods for its implementation in the educational policy of the state.

Research on International Cooperation Education Plan in game design (게임 디자인의 국제 산학협력 교육 방안에 대한 연구)

  • Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.315-322
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    • 2015
  • Since 2012, the government has attempted to stimulate the human resources businesses need and substantial R&D technology by promoting "Leaders in INdustry-university Cooperation" (LINC). They use the natural the relationship between industry and university develop and spread a variety of industry-university cooperation for mutual growth model leading universities and industries of the region. More than recent cooperation education, at the level of practical use, field oriented talent needed in the industry demand Internationalized talent which can become members of a global community cultivated with International perspective and insight. Furthermore, while currently each university's circumstances and the position is different, and while this strategy, each unique, individual, specific international level's Cooperation Education Plan is Established and operating actively, Governments and businesses will be able to train desired international academic centers' advanced talent. We have come to hope that this will act as an important factor in furthering national competitiveness.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

Development of An Automatic Classification System for Game Reviews Based on Word Embedding and Vector Similarity (단어 임베딩 및 벡터 유사도 기반 게임 리뷰 자동 분류 시스템 개발)

  • Yang, Yu-Jeong;Lee, Bo-Hyun;Kim, Jin-Sil;Lee, Ki Yong
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.1-14
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    • 2019
  • Because of the characteristics of game software, it is important to quickly identify and reflect users' needs into game software after its launch. However, most sites such as the Google Play Store, where users can download games and post reviews, provide only very limited and ambiguous classification categories for game reviews. Therefore, in this paper, we develop an automatic classification system for game reviews that categorizes reviews into categories that are clearer and more useful for game providers. The developed system converts words in reviews into vectors using word2vec, which is a representative word embedding model, and classifies reviews into the most relevant categories by measuring the similarity between those vectors and each category. Especially, in order to choose the best similarity measure that directly affects the classification performance of the system, we have compared the performance of three representative similarity measures, the Euclidean similarity, cosine similarity, and the extended Jaccard similarity, in a real environment. Furthermore, to allow a review to be classified into multiple categories, we use a threshold-based multi-category classification method. Through experiments on real reviews collected from Google Play Store, we have confirmed that the system achieved up to 95% accuracy.

Ubiquitous Cyber Aquarium Using Schooling Animation (군집 애니메이션을 이용한 유비쿼터스 사이버 아쿠아리움)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1427-1435
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    • 2008
  • It is worth it to properly present the behaviors of cyberspace and game characters. It is not so easy to manually supply the actions for all objects one by one, so we need to use crowd animation techniques in order to display automatically, realistically, and effectively. In this paper, we construct a ubiquitous cyber aquarium based on sensors, using the crowd behavior library, which is applied to programming crowd behavior in cyberspace and game applications. We use a sensor board to become aware of a person approaching the cyber aquarium, and according to the perceived distance, the objects in the cyber aquarium automatically react and behave accordingly.

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Implementation of Adaptive Navigation for NPCs in Computer Games (컴퓨터 게임의 NPC를 위한 적응적 경로 이동의 구현)

  • Kim, Eunsol;Kim, Hyeyeon;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.2
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    • pp.222-228
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    • 2016
  • Uniform navigation of NPCs in computer games is an important factor that can decrease the interest of game players. This problem is particularly noticeable in pathfinding when using a waypoint graph because the NPCs navigate using only predefined locations. In this paper we propose a method that enables adaptive navigations of NPCs by observing player movements. The proposed method involves modification of waypoints dynamically by observing the player's point designation and use of the modified waypoints for NPC's pathfinding. Also, we propose an algorithm to find the NPC-specific path by learning the landform preferences of players. We simulate the implemented algorithm in an RPG game made with Unity 4.0 and confirm that NPC navigations had more variety and improved according to player navigations.