• Title/Summary/Keyword: 게임플레이 분석

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Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

Analysis of Korea, China and Japan's Mobile Game Login Flows (한중일 모바일게임 로그인 플로우 분석)

  • Shin, Hye-Ryeon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.277-278
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    • 2019
  • 한국, 중국, 일본 3개 국가 30개 모바일 게임을 대상으로 초반 로그인 플로우를 조사하고 특징을 분석하였다. 그 결과, 한중일 3국의 차별별적인 UX디자인 전략을 확인할 수 있었다. 중국의 게임들은 한중일 중 최초 로그인에 소요되는 시간이 가장 짧고 약관동의 등 사용자가 불필요하게 느끼는 절차는 로그인이 완료된 다음 후순위로 둔 것으로 확인할 수 있었다. 일본의 경우 아이디/비번 입력으로 대표되는 로그인 개념 자체를 없애고, 유저가 원할 경우에만 데이터 백업을 할 수 있는 장치를 후반에 마련해둔 뒤, 최대한 빠르게 게임 플레이를 경험 할 수 있게 설계한 게임들이 많았다.

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A Study on the elements of business model innovation of non-fungible token blockchain game : based on 'PlayDapp' case, an in-game digital asset distribution platform (대체불가능토큰(NFT)기반 블록체인 게임의 비즈니스모델 혁신요소 연구 : 게임 내 디지털 자산 유통 플랫폼 '플레이댑' 사례를 중심으로)

  • Choi, Sung-Wone;Lee, Sung-Mok;Koh, Joong-Eon;Kim, Hyun-Ji;Kim, Jeong-Soo
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.123-138
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    • 2021
  • This study aims to empirically prove that blockchain games can provide business model innovations through interoperability among NFT based game items. Through our research on 'PlayDapp platform', we figured out that the technological innovation of blockchain games not only has provided a positive influence to the socio-economic and industrial ecosystem perspectives, but also it differentiates companies(game developers and platform providers in this eco-system) and increases customer benefits.

Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.145-151
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.

An Analysis on Achievement-assessing Style for Serious Game (기능성게임의 성취도 평가 유형 분석)

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.15-24
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    • 2012
  • Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.

A Study on the Spatio-temporal Coordinate Array for the Efficient Editing of Game Story (게임스토리의 효율적 작성을 위한 시공간 좌표 배치 연구)

  • Shim, Yu-Jin;Sohn, Kee-Hoon
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.39-48
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    • 2018
  • The composition of the 'The Game Story' should reflect the game play and development environment. To do that, I borrowed a coordinate format called 'Spatio-temporal Coordinate Array' that was not based on text-based storytelling. I wanted to create a way for the story to describe relationship between 'action' based on time and 'object' based on space. One way to do this was to analyze the concepts using a mystery game in which Spatio-temporal Array is a large role in user's decision-making. As a result, I found that the method -Spatio-temporal coordinates- was an editor containing game play, and a setting tool capable of being used as a conceptual diagram.

An Analysis of Player's Behavior Attributes on Social Network Game focused on the Genre of Management Simulation (소셜 네트워크 게임 플레이어의 행동속성 분석 -경영·시뮬레이션 장르를 중심으로-)

  • Kim, Mi-Jin;Kim, Yeong-Sil
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.3-10
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    • 2012
  • Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player's behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player's behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player's playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player's behavior through simplifying the player's behavior derived in SNG play experiences.

Analysis of User Interface and Usability Evaluation for Mobile RPG Games based on Battlefield Display (전투창 화면 디스플레이를 중심으로 본 모바일 RPG 게임의 사용자 인터페이스의 특징과 인터페이스 만족도 평가)

  • Kim, Jinsu;Lee, Junhyung;Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.433-436
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    • 2017
  • 조작해야 할 정보와 사물이 가장 많은 게임 장르인 RPG 장르에서 모바일 환경의 제약은 자연스럽게 사용자 인터페이스 패턴의 제약으로 연결된다. 다만 기기 환경도 스마트폰 디스플레이 화면이 예전보다 커지고 자동 전투 기능의 활용으로 조작의 대상과 적시성을 감소시키면서 최근에는 그 제약이 개선되었다는 평가가 있다. 이 논문에서 우리는 지난 3년간 연도별로 가장 많이 플레이 된 모바일 RPG 게임 5개씩을 골라 주요 구성 요소의 전투 창에서의 배치 패턴을 분석하고 그러한 패턴이 실제로 사용자들에게 어떻게 인식되고 있는지 조작 편의성을 중심으로 만족도 평가를 실시하였다. 4점 척도로 적극적 평가를 요구한 9개의 설문에서 이 장르 사용자들은 대체로 70% 이상의 만족도를 보이고 있었으며 일부 설문에서만 게임 간 차이가 발견되었다.

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Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.