16 results on '"on-line game"'
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2. 청소년 대상 온라인 게임 역량 지수 개발을 위한 기초 연구.
- Author
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김기석
- Subjects
YOUTH development ,VIDEO games ,SOCIAL skills ,GAMBLING industry ,INTERNET gambling policy - Abstract
Human resources required in society of knowledge and information are those who not only learn about knowledge and information but also apply those acquired sources to creatively trouble-shoot issues through independent or cooperative relationship. This study is to clarify that there is a positive effect from use of on-line game by youth as youth may have an opportunity to learn the competence required by present and future society of knowledge and information. Moreover, this study is to propose that positive competence may be acquired through on-line game and that the systematic device is required to show the classification of competence from game under characteristics of users. For upright settlement of gaming culture, game companies and the government are required to cooperate actively. Therefore, it is expected that the data from this study will be used as basis of studies of development of youth on-line game competence Quotient to grant upright gaming culture and youth on-line game competence Quotient. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
3. 從經濟分析的觀點探討網路不法行為之預防 ― 以線上遊戲「竊取」寶物之紛爭為中心 Economic Analysis of Law About the Prevention of Cyber Wrongdoing — Focusing on the On-line Game Dispute
- Author
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林三元 San-Yuan Lin
- Subjects
法律經濟分析 ,網路犯罪 ,線上遊戲 ,犯罪成本 ,網路侵權行為 ,economic analysis of law ,cyber-crime ,on-line game ,cost of crime ,cybertorts ,Law ,Law in general. Comparative and uniform law. Jurisprudence ,K1-7720 - Abstract
隨著使用網際網路的人口大量增加,以及寬頻上網的普及,網路使用者的活動內容也日趨多樣化,其中線上遊戲已是網路使用者重要的活動之一。而線上遊戲的盛行,也確實帶來了相關的法律紛爭,在虛擬世界衍生的法律問題,現實世界中的法規範應該如何調整適用,實在是一大問題。立法院在2003 年6 月3 日完成了刑法「妨害電腦使用罪」章之立法程序,該法亦經總統於同年6 月25 日公布施行。然而,法律之制定與實際之運作,必然存在一定落差,為了檢視立法目的是否達成,除了以法律邏輯之推演或法律文義之解釋為依據,亦可以「法律之經濟分析」(economic analysis of law),作為解釋法律之取向或檢視法律施行之實際狀況,裨能落實立法目的。此外,從網路不法行為之特殊性著眼,也應考量如何適用民事侵權行為法則,用以降低網路侵權行為之發生,如此才能達到最有效率之管制效果。本文將從法律經濟分析之觀點,探討如何有效管制因為線上遊戲所衍生之不法行為,而執法機關應如何解釋法律,才能提高「犯罪成本」(犯罪者因為犯罪必須耗費的時間、金錢),而以較低的「社會成本」(遊戲公司防範犯罪、檢警偵查犯罪、法院審理案件之人力、費用等資源)達到遏止犯 罪發生之最大效用。此外,如果適用民事侵權行為法則管制網路不法行為,應否對遊戲公司(即網路服務提供者,ISP)課以一定的責任,才能遏止不法行為之發生。全文將分為三個部分論述:第一部分介紹刑法第36 章「妨害電腦使用罪」立法通過前,關於「盜用」他人線上遊戲「寶物、天幣」等行為,在司法實務上所產生之法律適用問題。第二部分則係簡述學者對於新增訂刑法妨害電腦使用罪章之不同看法,顯示法律解釋、適用之爭議仍不能避免。第三部分再從經濟分析之觀點提出建議,希能從課以遊戲公司預防不 法行為之責任出發,建構一個「高犯罪成本」的線上遊戲環境,進而以「低預防成本」達到刑法第36 章試圖遏止網路不法行為之立法目的,同時亦能防止網路侵權行為之發生。 People who get on the Internet by broadband facility, such as ADSL (Asymmetric Digital Subscriber Line), are increasing tremendously these days and that has been bringing diverse impacts on our society. According to a survey conducted by the Taiwan Network Information Center, the on-line game is one of the most popular amusements among those activities. Due to the trend of playing on-line games, many legal disputes are inevitably invoked on the Internet. Firstly, we have to think about how to adjust legal rules or to enact new statutes and then applying them to Cyberspace. In order to deal with those disputes, the Legislative Yuan enacted the whole new Chapter of Criminal Code, Crimes of Disrupting Computer Usages, on June 3, 2003. However, there should be a gap between the law in books and law in action. For the purpose of examining whether the objects of law are fulfilled or not, we should not only be focusing on the logical procedure of legal tradition, but also excising a new approach, economic analysis of law, to evaluate the effects of the new statute and, in addition, to provide a different point of view for judges and other legal enforcement agents to elaborate the new law. For the sake of resolving on-line disputes by the new statute, this article will analyze the issue through cost-benefit module based on economic analysis. The point here is how to increase the cost of committing the perpetration that would keep a ration and self-interest person away from the wrongdoing act. Furthermore, the benefit of increasing the cost of perpetration would decrease the cost of legal enforcement. As a result, we will achieve the purpose of law for preventing on-line game crimes.
- Published
- 2005
4. Predatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder.
- Author
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King, Daniel L. and Delfabbro, Paul H.
- Subjects
- *
GAMBLING , *HARM reduction , *VIDEO games , *CONSUMERS , *INTERNET addiction , *SOCIAL responsibility , *ECONOMICS ,SOCIAL aspects - Abstract
Predatory monetization schemes in video games are purchasing systems that disguise or withhold the long‐term cost of the activity until players are already financially and psychologically committed. Such schemes contribute to the increasing similarity of gaming and gambling and the potential for financial harm for those with Internet gaming disorder. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
5. Trajectory analysis for user verification and recognition
- Author
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Pao, Hsing-Kuo, Fadlil, Junaidillah, Lin, Hong-Yi, and Chen, Kuan-Ta
- Subjects
- *
COMPUTER users , *SOFTWARE verification , *TRAJECTORIES (Mechanics) , *GAUSSIAN distribution , *GAME theory , *AUTOMATIC programming (Computer science) , *MACHINE learning , *MARKOV processes - Abstract
Abstract: For many computer activities, user verification is necessary before the system will authorize access. The objective of verification is to separate genuine account owners from intruders or miscreants. In this paper, we propose a general user verification approach based on user trajectories. A trajectory consists of a sequence of coordinated inputs. We study several kinds of trajectories, including on-line game traces, mouse traces, handwritten characters, and traces of the movements of animals in their natural environments. The proposed approach, which does not require any extra action by account users, is designed to prevent the possible copying or duplication of information by unauthorized users or automatic programs, such as bots. Specifically, the approach focuses on finding the hidden patterns embedded in the trajectories produced by account users. We utilize a Markov chain model with a Gaussian distribution in its transition to describe trajectory behavior. To distinguish between two trajectories, we introduce a novel dissimilarity measure combined with a manifold learned tuning technique to capture the pairwise relationship between the two trajectories. Based on that pairwise relationship, we plug-in effective classification or clustering methods to detect attempts to gain unauthorized access. The method can also be applied to the task of recognition, and used to predict the type of trajectory without the user’s pre-defined identity. Our experiment results demonstrate that, the proposed method can perform better, or is competitive to existing state-of-the-art approaches, for both of the verification and recognition tasks. [Copyright &y& Elsevier]
- Published
- 2012
- Full Text
- View/download PDF
6. Automatic Modeling of Frequent Behaviors of Avatars and Players in a On Line Game.
- Author
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Chih Ming Chiu, Hung, Shao-Shin, and Tsay, Jyh-Jong
- Subjects
AVATARS (Virtual reality) ,VIDEO games ,STREAMING technology ,VIRTUAL reality ,ROLEPLAYING games - Abstract
Millions of people now participate in on line games, placing tremendous and often unpredictable maintenance burdens on their operators. Thus, understanding the dynamic behaviors of a player is critical for the systems, network, and designers. To the best of our knowledge, little work builds character interaction model based on the data stream mining. This work improves our understanding the behaviors of avatar/player in a on line game by collecting the behavior data, extracting frequent behavior patterns, learning the hidden hints and making good prediction on responses to the unexpected impacts. Besides, we develop two efficient approaches for mining the behavior data to find the interesting behavior pattern for future prediction on responses of opponents. Our novel findings include the following: One, due to the constraints of limited resources of time, memory, and sample size, MSS-MB was proposed to meet these conditions; the other, due to the constraints of real-time and on-line, there may have some errors occurred in the processing period, MSS-BE was proposed to control the errors as needed. Finally, based on the experimental results, we can predict the responses of opponents efficiently in the on line game. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
7. Developing Grey Relational Analysis Model to Evaluate On-line Games.
- Author
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Ben-Jamin, Yuan, Liu Chun-Yi, and Chang Che-Wei
- Subjects
- *
MATHEMATICAL models , *MATHEMATICAL analysis , *VIDEO games , *VIDEO gamers , *MASSIVELY multiplayer online role-playing games , *PSYCHOLOGY - Abstract
Computer games can be categorized into many genres. This study assesses and classifies on-line games by using grey relational analysis (GRA). According with the GRA method it is hoped that players can get satisfied by fulfilling their psychological needs from on-line games. Finally. a case study demonstrates the popularity of massive multiple on-line role play game (MMORPG). [ABSTRACT FROM AUTHOR]
- Published
- 2009
8. 〈Articles〉Features and Challenges of Online Game Companies in the Component of Business Model: Case Study of NEXON
- Subjects
on-line game ,ビジネスモデル ,business model ,オープン・イノベーション ,ゲーム産業 ,オンラインゲーム ,game companies ,open innovation - Abstract
[要旨]本研究は,オンラインゲーム企業のビジネスモデルのフレームワークを提示することを目的とする。そのために,既存のビジネスモデルについてレビューを行い,オンラインゲームの特性を提示し,その特性を説明するために,オープン・イノベーションの概念を導入・分類した価値創造,バリュー・ネットワーク,価値収穫の3つの次元での構成要素で構築し,分析フレームワークを提示した。また,このフレームワークを用いてオンラインゲーム業界を代表するNEXONの事例分析を行った。分析の結果,NEXONは自社での開発も行っているが,外部のIPを積極的に活用するパブリッシングに集中しているパブリッシング型オンラインゲーム会社ということが分かった。[Abstract]This study aims to present a business model framework of online game companies. To do this, we review existing business models and construct and construct components in three dimensions: Value creation, Value network and Value harvest, in which open innovation concepts are introduced and classified to suggest and explain characteristic of on-line game. And we have presented the analytical framework. In addition, we conducted a case study of NEXON, a representative of the online game industry with using the presented platform work. As a result of the analysis, NEXON has been developing in-house but found out that it is a publishing-type online game company focusing on publishing actively utilizing external IP.
- Published
- 2017
9. Automatic Modeling of Frequent Behaviors of Avatars and Players in a On Line Game
- Author
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Jyh-Jong Tsay, Chih Ming Chiu, Shao-Shin Hung, Centre Européen de Réalité Virtuelle (CERV), École Nationale d'Ingénieurs de Brest (ENIB), and Buche, Cédric
- Subjects
Engineering ,on-line game ,Multimedia ,Data stream mining ,business.industry ,stream ,Control (management) ,Work (physics) ,Behavioral pattern ,avatar ,[INFO] Computer Science [cs] ,computer.software_genre ,Sample size determination ,Human–computer interaction ,Frequent behavior ,[INFO]Computer Science [cs] ,Line (text file) ,business ,computer ,Limited resources ,Avatar - Abstract
International audience; Millions of people now participate in on line games, placing tremendous and often unpredictable maintenance burdens on their operators. Thus, understanding the dynamic behaviors of a player is critical for the systems, network, and designers. To the best of our knowledge, little work builds character interaction model based on the data stream mining. This work improves our understanding the behaviors of avatar/player in a on line game by collecting the behavior data, extracting frequent behavior patterns, learning the hidden hints and making good prediction on responses to the unexpected impacts. Besides, we develop two efficient approaches for mining the behavior data to find the interesting behavior pattern for future prediction on responses of opponents. Our novel findings include the following: One, due to the constraints of limited resources of time, memory, and sample size, MSS-MB was proposed to meet these conditions; the other, due to the constraints of real-time and on-line, there may have some errors occurred in the processing period, MSS-BE was proposed to control the errors as needed. Finally, based on the experimental results, we can predict the responses of opponents efficiently in the on line game.
- Published
- 2015
10. Processing and Manipulation of Data Collected from the Educational On-Line Game Refraction
- Author
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Dai, Xiaotian
- Subjects
on-line game ,refraction ,data manipulation ,data processing ,Mathematics - Abstract
A team of students, artists, and researchers at the Center for Game Science at the University of Washington are trying to create video games that can discover optimal pathways for learning. They have focused so far on early mathematics education, including topics such as fractions and algebra, which are some of the main bottlenecks preventing students from pursuing a career in science. As a result, the educational on-line game \Refraction" was created, which is aimed at students who start learning fraction computations. When the students are playing the game online, all the data and information, such as mouse movements and mouse clicks, are stored in datasets of dierent formats. In this MS report, we will develop functions in the R software environment that will allow other researchers to easily process and manipulate the data generated from this game for future statistical analyses.
- Published
- 2013
- Full Text
- View/download PDF
11. Increased cortical thickness in professional on-line gamers
- Author
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Doug Hyun Han, Yong-Wook Shin, Bung Nyun Kim, Jae Hoon Cheong, Gi Jung Hyun, and Seong Nam Jin
- Subjects
medicine.diagnostic_test ,Brain cortex ,Cognitive flexibility ,Magnetic resonance imaging ,Bioinformatics ,Cortical volume ,Frontal cortex ,Cortical thickness ,Psychiatry and Mental health ,Wisconsin Card Sorting Test ,Parietal gyrus ,Right superior ,medicine ,Original Article ,Prefrontal cortex ,Psychology ,Neuroscience ,Biological Psychiatry ,On-line game - Abstract
OBJECTIVE The bulk of recent studies have tested whether video games change the brain in terms of activity and cortical volume. However, such studies are limited by several factors including cross-sectional comparisons, co-morbidity, and short-term follow-up periods. In the present study, we hypothesized that cognitive flexibility and the volume of brain cortex would be correlated with the career length of on-line pro-gamers. METHODS High-resolution magnetic resonance scans were acquired in twenty-three pro-gamers recruited from StarCraft pro-game teams. We measured cortical thickness in each individual using FreeSurfer and the cortical thickness was correlated with the career length and the performance of the pro-gamers. RESULTS CAREER LENGTH WAS POSITIVELY CORRELATED WITH CORTICAL THICKNESS IN THREE BRAIN REGIONS: right superior frontal gyrus, right superior parietal gyrus, and right precentral gyrus. Additionally, increased cortical thickness in the prefrontal cortex was correlated with winning rates of the pro-game league. Increased cortical thickness in the prefrontal and parietal cortices was also associated with higher performance of Wisconsin Card Sorting Test. CONCLUSION Our results suggest that in individuals without pathologic conditions, regular, long-term playing of on-line games is associated with volume changes in the prefrontal and parietal cortices, which are associated with cognitive flexibility.
- Published
- 2012
12. An iOS implementation of the Shannon switching game
- Author
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Macík, Miroslav, Vidová Hladká, Barbora, Brom, Cyril, and Hana, Jiří
- Subjects
ComputingMilieux_PERSONALCOMPUTING ,on-line game ,grafy ,iOS ,on-line hra ,graphs - Abstract
Shannon switching game is a logical graph game for two players. The game was created by American mathematician Claude Shannon. iOS is an operating system designed for iPhone cellular phone, iPod music player and iPad tablet. The thesis describes existing implementations of the game and also specific implementation for iOS operating system created as a part of this work. This implementation allows you to play against virtual opponent and also supports multiplayer game consisting of two players playing on the same device or through the Internet against each other. Another component of the thesis is deep insight of algorithms describing next move decisions of virtual opponent or the techniques of game plan generation.
- Published
- 2012
13. A descriptive study on the students' responses to learning through an on-line agricultural simulation game
- Author
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Onder, H., selvi k, Ocak, S., and Ondokuz Mayıs Üniversitesi
- Subjects
Teaching/learning strategies ,Agricultural education ,On-line game - Abstract
5th International Conference on Information and Communication Technologies for Sustainable Agri-Production and Environment, HAICTA 2011 -- 8 September 2011 through 11 September 2011 -- -- 110294 The purpose of this study is to investigate students' responses to learning through an on-line agricultural simulation game. Four hundred and fifty agricultural engineering students, studying at three different universities with four grades in Turkey, participated in the study. The data collected from the questionnaires were analysed by calculating frequencies of responses for the demographics and multiple-choice questions. To determine the differences among universities and grades Chi-square statistics were used. The results reveal that a majority of the surveyed students significantly want to play such a game at least one hour per day and they thought that it may be useful for their educational success.
- Published
- 2011
14. Effects of Coplaying on Arousal and Emotional Responses in Videogame Play.
- Author
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Lim, Sohye and Lee, Jong-Eun
- Subjects
MULTIPLAYER games ,SOCIAL influence ,EMOTIONS ,AROUSAL (Physiology) ,VIDEO games & psychology ,VIOLENCE in video games ,PLAY - Abstract
The number of multiplayer games has increased remarkably in recent years, but there is little research examining the effect of coplaying on the game player's emotional response. This study explored whether coplaying a videogame with peer-players mediates the game player's experiences in violent and nonviolent gaming contexts. A 2 (Solo, Coplay) x 2 (Violence, Nonviolence) within-subject design experiment was conducted (N=32). The results demonstrated that coplaying moderated the game player's physiological arousal during violent and non-violent videogame play. While coplaying produced less physiological arousal during violent game play. Conversely, coplaying led to a significant increase of the player's physiological arousal during nonviolent game play. Furthermore, coplaying enhanced the player's sense of presence and identification. The results highlight the moderating role of coplaying on game players' emotional experiences. ..PAT.-Unpublished Manuscript [ABSTRACT FROM AUTHOR]
- Published
- 2007
15. Increased cortical thickness in professional on-line gamers.
- Author
-
Hyun GJ, Shin YW, Kim BN, Cheong JH, Jin SN, and Han DH
- Abstract
Objective: The bulk of recent studies have tested whether video games change the brain in terms of activity and cortical volume. However, such studies are limited by several factors including cross-sectional comparisons, co-morbidity, and short-term follow-up periods. In the present study, we hypothesized that cognitive flexibility and the volume of brain cortex would be correlated with the career length of on-line pro-gamers., Methods: High-resolution magnetic resonance scans were acquired in twenty-three pro-gamers recruited from StarCraft pro-game teams. We measured cortical thickness in each individual using FreeSurfer and the cortical thickness was correlated with the career length and the performance of the pro-gamers., Results: CAREER LENGTH WAS POSITIVELY CORRELATED WITH CORTICAL THICKNESS IN THREE BRAIN REGIONS: right superior frontal gyrus, right superior parietal gyrus, and right precentral gyrus. Additionally, increased cortical thickness in the prefrontal cortex was correlated with winning rates of the pro-game league. Increased cortical thickness in the prefrontal and parietal cortices was also associated with higher performance of Wisconsin Card Sorting Test., Conclusion: Our results suggest that in individuals without pathologic conditions, regular, long-term playing of on-line games is associated with volume changes in the prefrontal and parietal cortices, which are associated with cognitive flexibility.
- Published
- 2013
- Full Text
- View/download PDF
16. Games with Hypotheses: Color, Text and Texture
- Author
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Nathan Moroney and Sabine Süsstrunk
- Subjects
on-line game ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,perception and memory task ,memory matching game ,texture ,crowd sourcing ,text ,ComputingMethodologies_COMPUTERGRAPHICS ,color - Abstract
An online memory matching game is used to explore the collective performance for stimulus sets varying in color, text and texture. The game is a consistent five wide by four high array of 70 by 70 pixels squares for a total of eleven unique test pairs. Users click squares to find matching pairs and once all of the pairs have been found the time to complete and number of clicks to complete are saved on a server. For the initial draft of this paper eleven images sets were tested. In three cases the test pairs were solid colors and corresponded to a basic color set and two non-basic color sets. In four cases the test pairs were the text corresponding to color terms. The text cases included black 12 pixel Arial for the basic color terms and two test cases for the non-basic color terms used previously. The text cases also included a set with Stroop colored basic color terms or text colored roughly the opposite to the corresponding color term. Finally, four texture image sets taken from the Outex texture database were used for testing. Two of the texture sets were for higher key, mostly white textures sets of wallpaper and flour. Two of the texture sets were for more colorful images of textiles and floors. The analysis is presented for a webbased experimental game based on the completion time and number of clicks to completion. The use of single simple game unifies each of these perception and memory tasks.
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