• Title/Summary/Keyword: use for game

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The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

Development of a terrain model in 3D Game (3차원 게임에서의 손쉬운 지형 모델 구현 방법)

  • Park, Seok-hee;Lee, Hee-bum;Kim, Soo-Kyun;Im, Kwang-Hyuk;An, Sung-ohk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.533-534
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    • 2013
  • In computer game, terrain model is applied a nice texture to render snowy mountains and valley. Terrain model in the game, it is important role that the character plays in space. Realistic depiction of the terrain model enhances the absorption of the game. Now many terrain models are made by using lots of terrain tools. In this paper, we does not use terrain modeling tool, we use only 3D max for making terrain model easily. 3D max provides a comprehensive 3D modeling, rendering, and compositing solution for games. In this paper we create terrain models by using 3D max, also we present how to use DirectX environment.

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3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

A Study on Voluntary Acceptance and Diffusion of Game Shut-Down Policy Based on Excellence Theory and Psychological Reactance Theory (게임 셧다운제도의 자발적 수용 및 확산방안에 관한 연구 : 우수성 이론과 심리적 반발이론을 중심으로)

  • Park, Chan-Uk;Lee, Sin-Bok
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.93-106
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    • 2012
  • Recently, a Game Shut-down policy, partially limiting the time for the use of online game service, has been implemented in order to protect the youth from the excessive use of games by limiting their access to games in the late hours, based on the serious side effects of online games on the youth. However, the effectiveness of a Game Shut-down policy becomes a social issue. Thus, this study aims to investigate the alternative policies through the levels of the communications suggested by the theory of excellence, for the successful implementation of the policy. As a result of the study, the government and students, the recipient of those policies, need to strengthen their two-way communication in respect of the Game Shut-down policy, breaking from the existing views on the perception. The problem is that the current government's way of the communication for the Game Shut-down policy is one-way and it is aiming at achieving the objectives only. Thus, the communication in this manner will cause the side effect. 'the opportunistic violation of the system in the future', even if the students seemingly accept the system. Two-way communication will enhance the motivation for the voluntary acceptance of the system and lower the motivation for the opportunistic violation of the system. Thus, the government needs to strengthen two-way communication in the future.

A Study on the Factors Affecting Customer's Intention to Use the Mobile Game Service (모바일 게임 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kim Hyo-Jeung;Han Chang Hee;Suh Bomil;Kim Keun-Chong
    • The Journal of Society for e-Business Studies
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    • v.10 no.1
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    • pp.1-19
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    • 2005
  • Recently, the mobile game industry is explosively extending and advancing. Nevertheless, although research on IT acceptance has been actively performed, the effective studies have not been accomplished in the acceptance of mobile game. This study, therefore, explores the factors affecting customer's intention to use mobile game. Five external factors(service quality, social influence, instant connectivity, self-innovativeness, and self-efficacy) are proposed to test the several hypotheses. The factors are classified to three dimensions - system, individual, and society. The research model is based on various studies on TAM(Technology Acceptance Model) and mobile service. A survey of mobile game users collected 270 cases, and we used 261 cases for statistical analyses. The analyses show that service quality, instant connectivity, self-innovativeness, and self-efficacy have an indirect effect on the intention to use through perceived usefulness and perceived ease of use. We provide the important factors that should be focused on when an enterprise develops and promotes new mobile game products.

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A Study on Efficient FPS Game Operation Using Attention NPC Extraction (관심 NPC 추출을 이용한 효율적인 FPS 게임 운영에 관한 연구)

  • Park, Changmin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.63-69
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    • 2017
  • The extraction of attention NPC in a FPS game has emerged as a very significant issue. We propose an efficient FPS game operation method, using the attention NPC extraction with a simple arithmetic. First, we define the NPC, using the color histogram interaction and texture similarity in the block to determine the attention NPC. Next, we use the histogram of movement distribution and frequency of movement of the NPC. Becasue, except for the block boundary according to the texture and to extract only the boundaries of the object block. The edge strength is defined to have high values at the NPC object boundaries, while it is designed to have relatively low values at the NPC texture boundaries or in interior of a region. The region merging method also adopts the color histogram intersection technique in order to use color distribution in each region. Through the experiment, we confirmed that NPC has played a crucial role in the FPS game and as a result it draws more speed and strategic actions in the game.

Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007 (게임산업진흥법상 환전업금지 조항의 의의와 해석)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.61-72
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    • 2007
  • Prohibition Clauses of Business of Money Changing(${\S}32(1)7$) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.

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Utilization of the Route Table for the Agent's Move in the 3D Game Map (3D 게임지도에서 에이젼트 이동을 위한 경로표 활용)

  • 심동희
    • Journal of Korea Multimedia Society
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    • v.6 no.1
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    • pp.176-182
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    • 2003
  • The use of the A* for the path search of the agent in the game map gives the computational overhead in real time game processing. To solve this problem, the route table was presented for the 2D game This route table is made in the game development phase and utilized in game playing. The route table designed for 2D game is extended for 3D game in this paper. But the memory space is required too much. This Problem can also be solved using the data compression by skipping the duplicated route table.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

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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