• Title/Summary/Keyword: 게임플레이

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Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.122-129
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    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.

A Study on Story Pass in Game Play (게임 플레이에서 스토리 패스 현상에 대한 연구)

  • Hong, Min-Gi;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.493-495
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    • 2020
  • 게임의 스토리는 게임 내에서 중요한 역할을 수행한다. 스토리를 통해 플레이어가 게임에 자연스럽게 녹아 들 수 있도록 동기를 부여하며, 게임 진행에 대한 당위성을 부여하고 더 나아가서는 게임 스토리가 게임의 핵심 재미 요소가 되기도 한다. 본 논문에서는 게임 스토리를 RPG 장르의 측면에서 분석하고 설문 조사를 통해 게임 스토리에 대한 장단점을 분석하여 현재 발생하고 있는 게임 스토리 패스에 대한 분석과 개선에 도움을 주고자 한다.

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Design of Decision Support System for Propensity of User in MOBA using Modified PageRank Algorithm (MOBA 게임의 불량 플레이어 판단을 위한 위한 PageRank 알고리즘 기반의 의사결정 시스템 설계)

  • Shim, Jae Youn;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1026-1029
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    • 2014
  • MOBA (Multiplayer Online Battle Arena) 기반의 게임 서비스는 현재 가장 관심을 받고 있는 게임 장르의 한 종류이다. MOBA 장르와 같은 게임들은 플레이어의 실력도 중요하지만 같은 팀원간의 협력과 전략이 중요한 요소 중에 하나이다. 이러한 상황에서 악의적의 의도로 자신의 비정상적인 플레이를 한다거나 욕설 등의 팀의 사기를 저하시키는 플레이어들이 문제가 되고 있다. 이러한 플레이어들의 제재를 위해 몇 가지 시스템들이 제안 되고 있지만 그들에 대한 판단은 쉽지 않다. 그래서 본 논문에서는 PageRank 를 기반으로 하는 불량 플레이어의 판단에 대한 보조 시스템을 제안 한다. 이 시스템의 MOBA 게임 플레이어의 플레이 횟수, 신고 횟수, 신고 받은 횟수 등의 자료들을 이용하여 플레이어의 Judgment Points 와 Bad Player 지수를 파악하며 이를 기반으로 생성된 Bad Player 랭킹을 통하여 불량 플레이어 검색에 도움을 줄 것으로 예상된다.

A Concept of Escape Room and Storytelling Design (오프라인 방탈출 게임의 개념과 스토리텔링 구조 유형 연구)

  • Kim, Soowan
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.29-40
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    • 2021
  • This study investigates concept of escape room game and sorting story type based on 428 games at 141 escape room actually played. The classification were processed by Act 3 of Trottier, and as a result of the investigation, result shows three story types in offline room escape games. As for the types shown as, reason, condition and purpose of escape are guided before entering the room; a+b+c, purpose of escape is guided before entering the room but conditions for escape should be determined through play; a+b(c), and finally figure out the condition, purpose of the game during the play;(a+b+c).

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

Little Reviw of Online Game Travelogue (온라인게임여행기에 대한 소고)

  • Lee, Moonyoung;Kihl, Taesuk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.307-308
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    • 2019
  • 장르소설 중 게임소설은 한국 내에서만 하나의 장르로 구분되는 독특한 분야이다. 게임소설의 발전에 앞서서 MMORPG 내의 게임플레이를 소설 형식으로 구현하는 '온라인게임 여행기'라는 것이 존재했었다. 온라인게임 여행기는 컴퓨터 게임 잡지를 발표 지면으로 삼고 있었고, 컴퓨터 게임 잡지의 폐간과 더불어 사라진 장르가 되었다. 본 논문에서는 1999년부터 2003년간에 걸쳐서 발전했던 온라인게임 여행기의 시말에 대해 검토해본다.

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특별기고 / 사용자 테스트로 게임 향상시키기

  • Ri, Sa-Pae
    • Digital Contents
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    • no.7 s.122
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    • pp.146-150
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    • 2003
  • 대부분의 게임 디자이너들은 베타버전이 나와 제품에 대한 품질 확인 문의가 생길 때까지 제품에 대한 피드백을 받지 않는다. QA 테스터는 게임 제작의 관행을 깨기 위해 노력하고 있다. 특히 QA 테스터는 버그와 밸런스 문제를 찾고 주요 게임 플레이 문제까지도 찾아낸다. 하지만 이들이 디자인 문제에 대해 피드백을 준다고 하더라도 제품은 몇 달 이내의 빠른 시간 내에 선적되어야 하기 때문에 이 문제를 모두 해결하려면 시간이 너무 늦어진다.

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Build reinforcement learning AI process for cooperative play with users (사용자와의 협력 플레이를 위한 강화학습 인공지능 프로세스 구축)

  • Jung, Won-Joe
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.57-66
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    • 2020
  • The goal is to implement AI using reinforcement learning, which replaces the less favored Supporter in MOBA games. ML_Agent implements game rules, environment, observation information, rewards, and punishment. The experiment was divided into P and C group. Experiments were conducted to compare the cumulative compensation values and the number of deaths to draw conclusions. In group C, the mean cumulative compensation value was 3.3 higher than that in group P, and the total mean number of deaths was 3.15 lower. performed cooperative play to minimize death and maximize rewards was confirmed.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles (개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향)

  • Jihun Chae;Seungeun Yoo;Youngsung Lee;Yunsub Kim;Hyeonjin Kim;Daseong Han
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.137-147
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    • 2023
  • This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.