• Title/Summary/Keyword: 게임장

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The effect of the message frame on perceived benefits and psychological well-being in mobile fitness games (모바일 피트니스 게임에서 메시지 프레임이 지각된 혜택과 심리적 웰빙에 미치는 영향)

  • Noh, Ghee-Young;Jang, Han-Jin
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.155-164
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    • 2017
  • This study conducted to analyze the difference of perceived benefits, psychological well-being, exercise application attachment, and perceived exercise achievement according to the message frame provided in the mobile fitness game. Repeated Measure Design and Playtest methodologies were used for this research. As a result, when gain messages were shown, all factors were higher than the case of showing loss message. The results of this study emphasize that when persuasion messages need to be presented through a health functional game, gain messages can be more effectively delivered to the users of health functional game than loss messages.

The study of cooperation and reciprocity mechanism in MMORPG games -focused on 'World of Warcraft: Classic' (게임에서의 협력과 호혜성 메커니즘 연구 - '월드 오브 워크래프트: 클래식'을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.65-76
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    • 2020
  • This paper studied cooperation and reciprocity mechanism by analyzing game mechanics of MMORPG 'World of Warcraft: Classic'. MMORPG is the genre of game where social interaction vigorously occurs. This study figured out the structure of cooperation based on evolutionary psychology, anthropology and social psychology through participatory observation. Four cooperation and reciprocity mechanism were drawn through investigating game mechanics like instance dungeon, clear role setting, item, soulbind. In addition, this paper suggests providing ideas of making cooperation mechanism in the field of game design.

A Study of Usability Analysis on 'Low-Budget' Mobile Game Development (저비용 모바일 게임 개발사례 분석을 통한 사용성 연구)

  • Ahn, Duck-ki;Kim, Suk-rae
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.355-363
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    • 2019
  • This study is an analytical case study focusing on 'low-budget' mobile game development centered on both short-term development and small-scale collaboration. This study set up the assumption of four months as development period limited by three developers along with step by step productional documentation. In the previous study, we set up the responsibilities of the development personnels to analyze the effective process of the practical production. Furthermore, the study analyzed the usability verification of both advantages and disadvantages for conducting the quantitative survey with developer's feedbacks. The study is to provide the essential guideline for 'low-budget' development group with effective pipeline.

Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play - (온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -)

  • Choi, Han-jeong;Ryu, Seoung-ho
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.95-110
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    • 2019
  • This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

Design Elements To Improve MMORPG Software Quality (MMORPG 소프트웨어 품질 향상을 위한 디자인 요소)

  • Yoo, Hang-Suk;Chang, Tae-Mu
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.3
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    • pp.83-91
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    • 2009
  • Recently game industry is emerging as a core of the domestic cultural contents by rapid development of IT technology and also the market scale has growing highly every year. Among various games, particularly the market ratio of MMORPG increases rapidly in domestic and oversea online game market. However it is true that the competition in the oversea market is too week for the investment to the MMORPG development efforts from the domestic game industry. Accordingly this paper collects the interests which players concern. Also this paper analyses and classifies design elements of successful MMORPGS as a way to obtain competition and shows a model in terms of game software qualify to be referred by MMORPG development organizations or companies.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Agent-Based Game Platform with Cascade-Fuzzy System Strategy Module (단계적 퍼지 시스템 전략모듈을 지원하는 에이전트기반 게임 플랫폼)

  • Lee, Won-Hee;Kim, Won-Seop;Kim, Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.76-87
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    • 2008
  • As hardware performance rises, game users demand higher computer graphic, more convenient UI(User Interface), faster network, and smarter AI(Artificial Intelligence). At this time, however, AI development is accomplished by a co-development team or only one developer. For that reason, it's hard to verify that AI performance and basic game AI technology is lacking for developing high-level AI. Searching the merits and demerits of existing game AI platforms, we investigate main points to consider when designing game AI platforms in this paper. From this we suggest Darwin, a game platform, based on agent that developers embody AI easily and capable of proposing AI test with module that makes them find strategic position. And then evaluate achievement results through making agent used strategic module that Darwin offers.

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Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A study on determinants of flow status in smoking simulation game (흡연시뮬레이션 게임에서 몰입 결정요인에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.165-174
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    • 2017
  • This research was conducted to find out determinant variables which can influence the degree of flow in smoking simulation game. We set up flow experience as a dependent variable. Several factors including empathy, health concern, and brainwave(${\alpha}$, ${\beta}$) EEG(Electroencephalogram) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, empathy, health consciousness, and ${\beta}$ wave had positive influences on flow in smoking simulation game but ${\alpha}$ wave had negative effect. This research empirically analyzed users' experience and neurophysiological changes which can influence on flow in serious game and contributed to theoretical and methodological development in health-related game research.