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http://dx.doi.org/10.7583/JKGS.2016.16.3.55

Analysis of production capability by age in accordance with the function implementation of Game content  

Joo, Heon-Sik (Divi. of Computer Engineering & Science)
Abstract
Recently, the game industry has been developed in a large scale, and online games and mobile games place significant weight on the game industry. This study demonstrated the results of their content production capability by age those who are randomly selected participants into three groups of elementary school, middle school, and university students to get game content production capability from them. To evaluate content production capability, a short-term training was conducted for elementary school and middle school students, and they produced contents with a little low level of completeness. University students had a long-term training several times more than that of elementary school and middle school students, and they produced contents with a higher level of completeness. This study employed evaluation methods with evaluation criteria of the same number of persons and items. Evaluation scores of 80.5 for elementary school students, 88.3 for middle school students, and 78.3 for university students were demonstrated on the basis of a maximum scale of 100 points. Thus, it is said that if a systemic professional training is performed for them to develop game potentiality from the stage of middle school students, it is possible to raise professional personnel for game content production at an early stage and highly contribute to Nation's Competitiveness.
Keywords
Motion Graphics; Game Content Production;
Citations & Related Records
Times Cited By KSCI : 9  (Citation Analysis)
연도 인용수 순위
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