Browse > Article
http://dx.doi.org/10.9708/jksci.2015.20.10.039

Analysis of Immersion Effects According to the Level of Map in Adventure Game  

Kang, Myung-Ju (School of Game, Chungkang College of Cultural Industries)
Park, Chan-Il (School of Game, Chungkang College of Cultural Industries)
Lee, Jong-Won (School of Game, Chungkang College of Cultural Industries)
Oh, Hyoun-Ju (School of Game, Chungkang College of Cultural Industries)
Kim, Sang-Jung (School of Game, Chungkang College of Cultural Industries)
Abstract
In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.
Keywords
immersion theory; level of map; fun theory; adventure game;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 H. I. Kwon, H. J. Rhee, J. W. Park, "Exploring the Immersion Degree Difference Between 3D and 2D : Focus on Actin-Adventure Game", Journal of Contents Association, Vol. 11, No. 1, pp.157-164, Nov. 2011
2 J. H. Jung, J. Y. Kim, Y. J. Cho, S. N. Min, "Evaluation User Immersion UX using Visual Response", Proceeding of ESK2012, 2012
3 Paul Cairus, Anna Cox, Nadia Berthouze, Samira Dhoparee, Charlene Jennett, "Quantifying the experience of immersion in games", Proceeding of CogSci 2006 Workshop
4 Byeongcheol Nam, Janghun Yang and Kitae Bae, "Quantitative Analysis of World of Warcraft using Game Flow", Journal of KIISE, Vol. 17, No. 9, pp.511-517, Sep. 2011
5 Seon-Jeong Yoon, "A Study of Multimedia Data Quality Evaluation Metrics of the Game", Journal of the Korea Society of Computer and Information, Vol. 18, No. 9, pp. 63-70, Sep. 2013   DOI
6 Mi-Kyung Chung, Myung-Geun Lee, Seng-Wan Kim, "Development and Validation of an Scale to Measure Flow in Massive Multiplayer Online Role Playing Game", Journal of the Korea Society of Computer and Information, Vol 14, No. 2, pp 59-68, Feb. 2009.
7 M. J. Kang, C. I. Park, J. W. Lee, H. J. Oh, S. J. Kim, "Analysis of the Relationship between Patterns and Flow in Adventure Game", Proceedings of AWCIT2014, Vol. 01, pp. 59-63, Dec. 2014
8 Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, Alison Walton, "Measuring and Defining the Experience of Immersion in Games", Int. J. of Human-Computer Studies, pp 641-661, 2008
9 Raph Koster. A Theory of Fun for Game Design., O'REILLY, 2013
10 Csikszentmihalyi, Mihaly, and Mihaly Csikzentmihaly. Flow: The psychology of optimal experience. Vol. 41. New York: HarperPerennial, 1991.
11 http://en.wikipedia.org/wiki/Flow_(psychology)
12 Chae-Jung, Yi. An Approach of the Plural Immersion in MMORPG, 2011