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        검색결과 926

        221.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users.
        4,000원
        222.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper proposes a interactive game contents based on assembled puzzle for the purpose of IoT(Internet of Things) applications. It not only assemble a puzzle but also enjoy a game contents with assembled puzzle using M2M(Machine-to-Machine) to IoT(Internet of Things). It can early children become curious and gets immersion. Additionally, we developed interactive game contents which have been added function of visual and auditory to be effect on education to users. In this paper, this research will provide information for the development of interactive game contents using IoT. Thereby be achieved through convergence with other things, the functional effect of the interactive game provide the understanding of the new trends.
        4,000원
        223.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study lies in figuring out the factors of how soldiers' digital games experiences make influence on combat power improvement of the military.. For this study, based on the technology acceptance model, we have analyzed how causation is formed between self-efficacy and the collective-efficacy, perceived usefulness, perceived ease of use and the behavior intention. As a result of validating structure equation modeling targeting the sample of 101 soldiers, self-efficacy on digital game has a significant impact on perceived usefulness, perceived ease of use and the behavior intention. This result implies that soldiers’ digital game experiences have compelling relations on improving combat power of individual, which is a component of the military combat power, and the members of the organization. This study’s result offers an insight for implementing and utilizing small unit war game cyber combat system, which is based on digital games related to improving the military combat power in the future
        4,200원
        224.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In online game, Game-bot is a kind of AI based software which performs laborious tasks for a game-player to accumulate resources such as experience, in-game items. The game-bot causes serious problems of balancing and other game-players’ play in the game. So, detecting and avoiding game-bot’s behaviors in online game is one of the important issues in live game management. This paper proposes a study on a player reaction in MMORPG environment focused on two games of 「TERA」 and 「Knight Online」. We first characterize core game-elements to affect a player’s reaction in game environment change and finally propose a template of a player’s reaction in the game environment change. The paper will contribute to detect a behavior of a game-bot in online-game, effectively.
        4,300원
        225.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study examines the general assumption that serious games can bring about positive effects for purported social changes. The interactive nature of the serious game was thought to be one of the distinctive aspects of the medium as compared with other traditional non- interactive media. To explore whether the interactivity of serious games yields different psychological influences, we conducted an experimental study with a serious game whose narrative concerns the environmental issue, EcoFriendz (N=40). The results illustrate that those who played the video game perceived themselves to be more aware of the environmental problem than those who read the same narrative in a non-interactive text format. Also the game players were more willing to carry out measures to deal with the environmental problem.
        4,000원
        226.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Prevalence of children with developmental disabilities has increased the need for a variety of educational and therapeutic interventions for children in the study of the subject has increased according to the load. in this paper, the review of the developmental disability characteristics and teaching methods are based on this proposal of realistic experimental serious game contents using AAC(Augmentative and Alternative Communication) method because we make up for the conventional interventions and increase participation and motivation in learning. In this paper, we improve the area said to be the motivation and commitment to develop the content by using a realistic experience for users experiencing at present a pervasive developmental disorder of language development in the paper. In particular, we shows the effectiveness of the improved speech area through the use of this serious game content through real experiments with children with developmental disabilities.
        4,000원
        227.
        2014.07 구독 인증기관·개인회원 무료
        The global online game market remarkably has been growing by each year and its profitability has been increasing as well. The online game companies, however, are facing a big trouble. Although a great number of online games have been so popular fast, they would have been disappeared fast because they have not made their players reuse repeatedly. The successful game companies need to attract the players continuously and make sustainable profit by making a longer product life-cycle. Fun has been regarded as an antecedent of intention to play games and game satisfaction in most of prior research of online game or the motive to play games. But fun in these researches was dealt in a view of short term. The fun which can get the players to replay and make relationship with the game companies needs to be investigated in terms of long-term. Therefore we examine the fun as a key antecedent of the drivers of customer equity in game companies. The multiplayer online battle arena(MOBA) games such as league of legend(LOL, Riot games), DOTA Ⅱ (Nexon), CHAOS online(CHAOS, Sesi Soft) and so on, have strived to develop their sustainable and competitive factors. Even though MOBA is one of online game genres and derived from Real time strategy (RTS), it continues its popularity in the world because its companies are striving to make sustainability by upgrading their game characters continuously. That is, it is that they are extending their game product life cycle. The players who feel bored with the old characters can play with another new characters having their own game strategies and balance. Besides, there are more features to make their players satisfied and replay like the interaction in game communities and active E-sports league in common MOBA game attributes. The MOBA is one successful model of online game genres so far due to their continuous effort to make their sustainability in the game market. We research the framework which affects customer equity in MOBA game companies in the study.
        228.
        2014.07 구독 인증기관·개인회원 무료
        This paper is conducted to support Korean game development companies to enter the MSNG market in China. According to preceding researches, the life-cycle of MSNG is under 3 months. Short-term of the MSNG's life-cycle raises the problems of low profits or deficit of companies managed to enter the Chinese market. Therefore, it needs to lead MSNG users to continuos use to extend the life-cycle. The plan to extend the life-cycle is likely to be a critical factor to be survived in Chinese market. The commitment is considered as the factor to make usage of MSNG longer by researchers. This paper also infers that the plan to keep MSNG user's commitment continuos develops their perceived functional value, emotional value and social value, with the reasonal, emotional and psychological point of view. We make a effort to reveal the relationships among factors through 318 data from Chinese MSNG users. Futhermore we would like to suggest that the companies consider continuos usage intention of MSNG users as the critical factor which makes a profit based on the result of this survey and propose the direction of future researches from the limit of this paper.
        229.
        2014.07 구독 인증기관·개인회원 무료
        The online game market has rapidly increased worldwide, especially in China. In 2012, the world game market equaled 111.7 billion. Many game companies compete by launching new online games in various genres. In 2010, Activision Blizzard reported that the World of Warcraft (WOW) is the world’s most popular online game. Chinese gamers constitute more than half of WOW’s 10 million users. Korea is the second largest gaming market. Thus many foreign game companies target Korea and China, in competition with domestic game companies. The purposes are 1) to understand the role of country of origin and /or brand image in game consumer behavior, 2) to find out the difference of game evaluation between game users in China and Korea, and 3) to draw strategic implication game marketers. Consumers expect products from advanced countries to provide superior performance, so they often look to country of origin in evaluating products. Recently, consumers have looked to brand image as another key element in product evaluation. In this research, we study whether gamers evaluate games on the basis of country of origin and/or brand image. In this paper, we add to the gaming research and suggest that the online game market has three dimensions. First, online games are products. Second, online games are service. Last, online games are entertainment. Data collection resulted in 355 usable responses from online game (LOL) users in Korea(166) and China(189). We conduct factor analysis and reliability analysis to check reliability and validity. Country of Origin is the key element for product evaluation of utilitarian goods but it doesn’t have significant effect on product evaluation of hedonic products which mainly provide sensual pleasure, fantasy, and fun to customers such as luxury goods or online game (Dhar & Wertenbroch, 2000).
        230.
        2014.07 구독 인증기관·개인회원 무료
        The first commercial computer game “Pong” was introduced by Atari Corporation in 1973. Now just over three decades, computer games have become one of the most pervasive, profitable, and influential forms of entertainment. In 2013, The Entertainment Software Association reported that the annual sales in the U.S. alone have reached 20.77 billion in 2012, with the average household owning at least one dedicated gaming platform (ESA, 2013). Furthermore, computer games are no longer merely a form of entertainment for young children and male teenagers, as the average age of the most frequent game purchaser is 30 years old and about half of these purchasers are women (ESA, 2013). In addition, there is strong evidence to suggest that contemporary computer games are driving cultural and societal advancements that serve and benefit gamers and non-gamers alike. For instance, computer games have been increasingly used to educate children and adult students (Annetta, 2010; Squire, 2005) and promote civic engagement (Bers, 2010). Moreover, studies report that consumers foster social gatherings and communities around particular games (Williamson and Facer, 2004), develop virtual world economies (Lehdovirta, 2010), engage with computer games as a form of professional sports (Seo, 2013), and find new ways to express their extended self (Belk, 2013). These few observations suggest that the consumption of computer games is becoming increasingly multifaceted and complex, offering consumers new avenues to traverse their real and online experiences. The topic of computer games has been increasingly gaining attention from the marketing and consumer research scholarship. While some early studies addressed the effectiveness of product and brand placement in computer games (Molesworth, 2006), more recent studies focused on understanding the elements of consumer behaviour emerging in digital virtual terrain (Dengeri-Knott and Molesworth, 2010; Lehdovirta, 2010) and the role of storytelling and competitive play in computer game experiences (Buchanan-Oliver and Seo, 2012; Seo, 2013). Given this emerging research interest in marketing and consumer behaviour literature, we call for future research to make significant contribution to our knowledge in this area.
        231.
        2014.07 구독 인증기관·개인회원 무료
        In an online environment, hedonic value such as flow is manifested when consumers continuously engage in playing online games even if it incurs extra cost: financial, physical, and psychological. Consumers also have a loyalty to their games, and they enjoy playing them. They often purchase repeatedly games they are involved in. The framework of existing online game models does not fully explain flow and telepresence to loyalty and the purchase intention of game decision-making behavior. For this reason, we examined the relationships among telepresence to flow, flow to loyalty, and loyalty to purchase intentions. Study 1, which is a behavioral analysis by SEM (Structural Equation Modeling), examines how “flow and telepresence” influence loyalty and purchase intention in an online game behavior. The introduction of hedonic perspectives as flow and telepresence produced an important extension of the online game model. The conceivable factors which may explain this type of consumer behavior are the hedonic or experiential aspect of consumer behavior. We have three hypotheses. All hypotheses are supported at 0.1% significance level. Study 1 focused on the relationships of the constructs of the online game. We also measured the state of flow while game users are playing online games by EEG (Electroencephalogram). In a neural analysis, we found that the state of flow and neural correlates exist. By this, the flow variable reflects the real mental “state of flow.” Study2, which is a neural analysis, examines flow construct in the FPS game Call of Duty: Modern Warfare 2 by using Electroencephalogram (EEG). How much flow do the subjects experience while playing this online game? The purpose of this research is to select the epochs of EEG data when the subjects reported flow, correlate those with flow variables, and compare the EEG activity. The final goal is to select the flow variables which showed the highest correlation to AEP (Auditory Evoked Potential) Suppression value. We analyzed 8 AEPs to correlate flow. We found out that Alpha_RF is casually decided with the mean of flow which has six variables. Mean of Flow correlated to Alpha_RF -.419 significantly (5%). As subjects feel Flow, Alpha_RF is suppressed. This study focuses on the subjective flow experience and AEP suppression. We found out that the state of flow and neural correlates exist. By our analysis, the flow variable reflects the real mental “state of flow.” Therefore, when game companies develop their games, they should take into account how much flow people feel while they are playing the games. In addition, the state of flow should be used not only in developing and designing games but also in sports, entertainment, etc.
        232.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Schizophrenia is one of the most chronic and severe mental disorders. It has hallucinations, delusions, disorganized thinking, a lack of emotion and a lack of motivation. Schizophrenia also causes significant social and work problems. In order to prevent worsening and recurrences of schizophrenia, and to induce continuous improvement of disease, symptom management and medication training are critical factors. A serious game which makes strong interest and immersion senses is a very useful learning tool for schizophrenia patients who show attention deficit, impassiveness, lack of spontaneity and lower motivation. This study uses card match games to improve the patient’s memory and concentration, and encourage procedural learning by associating the difficulty level of the game with the symptom rating scale of disorder. Also it promotes patients to express their feelings through game characters to alleviate their suffering from emotional dullness. It also helps patients to develop teamwork and build interactive skills by demanding cooperative missions for beating the game. Therefore this study is expected to contribute in improving the efficiency of schizophrenic patient education. We suggest to develop serious game design for schizophrenia patients' education.
        4,000원
        233.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to conduct basic research on development of game interface for the elderly by verifying the difference in user experience based on the type of interface. The methodology of playtest combining experimental research and survey was applied with subjects of elderly users consisting of 47 men and 48 women being ages 60 and up. The effects of user experience between natural user interface and the pad-type interface were compared and analyzed through repeated measure MANOVA in terms of emotional response, ease of use and flow. The NUI game showed higher emotional responses such as pleasure and dominance. On the other hand, there was no difference in arousal. The NUI game also presented higher ease of use in the process of game play and it also had higher autotelic experience, action-awareness merging, sense of control and ambiguous feedback experience. These results may contribute to the development of serious game and natural user interface for the elderly by empirically identifying the effects of user experience on NUI.
        4,200원
        234.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The international casino game industry has adopted G2S (game to systems) protocol for the future communication standards between slot machines and gaming hosts. G2S protocol uses the internet protocols and XML message format. Not simply G2S protocol replaces the SAS protocol currently in use but with many limitations, but provides diverse application and business chances to the casino industry. In this paper, we introduce the overview of technical features of G2S system, and describe our design and implementation experience of core G2S protocol engine for slot machine devices. The G2S engine provides key protocol stack of G2S (HTTP, XML, and SOAP) and runtime services, using open source softwares and custom classes. The protocol compatibility of the implemented G2S engine is confirmed against an openG2S host software contributed by IGT. Also the measured memory size and perfroamcne is compact enough for typical slot machine hardware specification.
        4,000원
        235.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The Enforcement decree of the Action on the Promotion of Game Industry was amended in November 20, 2013 and Currently being implemented. One of the Important contents of this Act is about compliance items of game providers. And it is mainly on web-board games and betting regulatory issue. Specific details are as follows : No one can use more than 300,000 won per month for the web-board game which is similar to a real poker game or a real 'gostop' game. Betting limits at once may not exceed 30,000 won. And "Game Shutdown for adults". Especially, the various possibilities for interpretation of the Enforcement decree of the Action on the Promotion of Game Industry is to be implied because of using the ambiguous expression all over. Essentially these controversys stem from the difference of view about game and game industry. What is the difference between games and gambling? At least in Korea, it would be difficult indeed and at the same time it will be important question. In the following, it may be necessary that an analysis of relation with the interpretation of game-related legislation and the limits of delegated legislation, and the constitutional standards - the principle of apparentness (definitude), the principle banning excessive enforcement when restricting the basic rights of people.
        4,000원
        236.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        STEAM (Science, Technology, Engineering, Arts, and Math) is to educate the people who take convergent thinking and divergent creativity. The current society is the knowledge network society. It requires these people. The alternative educational policy is focused on the learner centered based on learners' interests or concerns. The educational game is one of the best teaching and learning strategies. With taking notice of this point, this paper has studied about how amount the educational game was able to support the possibilities of STEAM support. Ten teachers who were evaluators for three educational games which were different genre's game evaluated them using a sheet for evaluating the possibilities of STEAM support using the educational game. Based on the results of this evaluation, we leaded 5 conclusions as follows: the educational game is able to support STEAM's goals, the step for presenting the situations, the step for the creative design, the step for taking an emotional experiences, and it has STEAM's elements in itself.
        4,000원
        237.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        ADHD(Attention Deficit/Hyperactivity Disorder) is a common disorder of childhood, which exhibits symptoms of hyperactivity, impulse, having difficulty in concentrating, and being easily distracted. These symptoms lead many difficulties in childhood if left untreated, and last in adolescence and adulthood in some cases. This paper analyzes serious game technology based on BCI for ADHD treatment. BCI technology is implemented by acquiring EEG via device and sending commands into input-output device by signal processing. In order to apply serious games based on BCI, it requires building a database with relevant resources of analysis and study of ADHD infants and children behavioral patterns first. Based on it, it is suggested to design and develop serious games that are well balanced in fun elements and functional elements on the consideration of levels of difficulties.
        4,000원
        238.
        2014.05 구독 인증기관 무료, 개인회원 유료
        본 연구는 기존의 게임에 대한 전반적인 부정적 인식에서 벗어나 긍정적인 측면에서 스마트폰 게임을 살펴볼 필요성이 있다고 판단하여 심리적인 측면에서 스마트폰 게임 이용동기와 게임특성이 게임몰입에 미치는 영향을 살펴보았다. 주요 결과를 제시하면, 스마트폰 게임 이용동기는 현실도피, 기분전환, 즐거움, 몰입, 성취 등으로 나타났고, 이 중 현실도피를 제외한 기분전환, 즐거움, 몰입, 성취가 스마트폰 게임몰입에 유의미한 정적 영향을 주는 것으로 나타났다. 따라서 스마트폰 게임 이용자들이 기분전환, 즐거움, 몰입, 성취동기를 추구할수록 게임몰입도 높아지는 것으로 평가할 수 있다. 둘째, 스마트폰 게임특성 중 게임구성, 조작용이성을 제외하고 게임의 생동감은 게임몰입에 유의미한 정적 영향을 미치는 것으로 나타났다. 그러므로 스마트폰 이용자들이 게임을 통해 생동감을 높게 지각할수록 게임몰입이 높아지는 것으로 평가된다. 이상과 같은 결과를 통해 몰입 자체가 건전한 심리작용이고, 스트레스를 해소하거나 여가시간을 즐겁게 보내는데 일정 부분 기여함을 전제로 한다면, 스마트폰 게임 이용이 스트레스를 해소하고 여가시간을 보다 즐겁고 재미있게 보내는데 있어 긍정적으로 작용할 수 있을 것이다. 나아가 일정부분 여가문화 차원으로 활용할 수 있음을 시사한다.
        6,700원
        239.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study analyzed the problem of internet game addiction of adolescents, which have recently been considered as serious social problem associated with internet environment, in the developmental perspective and relation with family function by using the "research on the actual condition of children and adolescents online games and family leisure 2009." The object of the study is students and parents from grade 7 to 9 of middle school nationwide. For the data analysis methods, frequency analysis and structural equation analysis were conducted by using SPSS 18.0 and AMOS 16.0. In the result of the study, parents' open type communication had negative effect on game addiction, and parents' problem type communication had positive effect; among the influences of parents' open type and problem type communications on game addictions, it was shown that family function (family cohesion and family adaptation) had negative mediated effect. These findings indicated that when family played its role properly, adolescents were able to escape from the game addiction, and such influence is very powerful. The result offers significant implications in the modern society where communication with parents is insufficient, emphasizing the need to better communication between family members.
        4,000원
        240.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        If Game Rating Board tries to interpret the paragraph 4 of Article 22 of Act on the Promotion of the Game Industry as the meaning that it can revoke it’s rating of a game when the rated game falls under the category of rating rejection owing to Ordinance’s revision after the rating, the interpretation could violate constitutionalism and protection of trust. According to the paragraph 2 and 4 of Article 22 of The Act, The Board may reject a rating application filed by an entity that has requested a rating without legitimate authority or that is using other illegal methods and shall, without delay, revoke its rating when it determines or discovers that a rated game falls under the category of rating rejection. Administrative court ruled that the interpretation of a law regarding revocation of a beneficial administrative disposition should be limited in the original meaning of the law; it is desirable that the Board’s the Interpretation Criteria of Ordinance relating to the revocation of a game rating could be reconsidered in the viewpoint of constitutionalism and protection of trust.
        4,000원