• Title/Summary/Keyword: 게임몰입도

Search Result 548, Processing Time 0.029 seconds

A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game (온라인 게임 과몰입 전문상담사 교육과정개발에 관한 연구)

  • Yoon, Hyung-Sup;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.31-41
    • /
    • 2008
  • Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.

  • PDF

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.6
    • /
    • pp.439-452
    • /
    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
    • /
    • v.10 no.8
    • /
    • pp.299-304
    • /
    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
    • /
    • v.20 no.6
    • /
    • pp.75-88
    • /
    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.89-100
    • /
    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy (카타르시스 추구와 자아 효능감에 기반한 게임 과몰입의 심리적 욕구에 관한 탐색적 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.123-134
    • /
    • 2015
  • There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.

Design and implementation of immersive escape game "Go B'lind" using sound (사운드를 이용한 몰입형 탈출게임 "Go B'lind" 설계 및 구현)

  • Yoon, SeonJeong;Yoon, SuRyung;Woo, SeungYeon;Kim, Ho-Hyeon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.76-77
    • /
    • 2018
  • 본 논문에서는 재미있는 게임을 제작하기 위해 사용자 몰입을 극대화 할 수 있는 장치를 분석하고 이 가운데 청각적인 요소를 집중적으로 활용한 게임 디자인에 대해 소개하고자 한다. 암흑의 공간에서 긴장감을 조성하고 다양한 오브젝트들의 특성을 반영한 사운드를 이용하여 게임월드를 탐험하도록 설계하였고 이를 구현하였다. 본 게임은 사용자 몰입을 위한 게임 설계에 좋은 가이드라인이 될 것으로 기대한다.

  • PDF

A study on the Camera Control Method to Increase the Immersion of Game (게임의 몰입도를 높이는 카메라 제어 방법에 대한 연구)

  • Jo, Seong-Hye;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.351-352
    • /
    • 2019
  • 수많은 사람들이 게임을 플레이할 때 마치 본인이 캐릭터가 된 듯한 이입을 하고 그를 통해 간접적으로 경험을 체험한다. 이때, 시각은 몰입하는데 빠질 수 없는 요소이며 게임에선 그 역할을 카메라가 대신하고 있다. 카메라를 통해 얻은 시각 정보로 현재 무슨 일이 일어나고 있는지, 지금 분위기가 어떤지를 판단하며 점점 게임에 몰입하게 되는 것이다. 캐릭터 간의 대화가 많은 추리 혹은 어드벤처 게임에서는 NPC와 대화하는 경우 실제로 대화하는 느낌이 들도록 카메라를 제어하는 것이 중요하다. 이 논문에서는 사람들이 쉽게 몰입할 수 있도록 카메라를 제어하는 방법을 연구하고, 엔진을 이용하여 추리 어드벤처 게임에 적용하였다.

  • PDF

The Framework of an Interoperatable Game between Wired and Wireless (유무선 연동을 이용한 게임의 구성)

  • Kim, Hyeon-Mi;Jang, Sun-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.53-59
    • /
    • 2008
  • 본 연구에서는 온라인 환경과 모바일 환경이 가지는 각 플랫폼의 약점은 서로 보완하고 각각이 가진 강점을 최대한 활용할 수 있는 방법으로 유무선 연동을 이용한 게임을 제안한다. 이를 위해 유무선 연동방식익 게임 구성방법과 이러한 게임구성에 있어 게임 플레이어가 몰입할 수 있는 요인들에 대해 고찰하였다. 본 연구는 게임의 구성요소를 코어메카닉(Core Mechanic)과 코어 메카닉의 변화(Core Mechanic Variation), 캐릭터(Character)로 구분하고 이러한 구성요소들을 물리적, 사회적 시뮬레이션(Simulation)이라는 방법으로 구성하여 이를 실제 유무선 연동방식 구현 사례 게임 <똘끼>를 통해 설명한다. 또한, 게임을 디자인하는데 있어 게임 플레이어가 몰입할 수 있는 3가지 변인으로서 통제감, 숙련도와 도전감, 사회적 상호작용을 제안하고, 이들 변인들을 게임 플레이어에게 제공하는 방법들을 적용 사례 <똘끼>를 통해 설명한다. 본 연구는 하나의 플랫폼에서만 플레이할 수 있었던 기존의 게임과는 차별화되는 유무선 연동을 이용한 게임을 통해 게임의 구성방법과 게임플레이어에게 게임에 대한 몰입감을 제공하는 방법에 대하여 연구함으로써 게임디자인에 있어서 새로운 구성방향을 제시했다는 점에서 의의를 가진다.

  • PDF

A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.39-52
    • /
    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.