• Title/Summary/Keyword: 게임 기획

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4PBL model proposal for education of Game Design (게임 교과목 교육을 위한 4PBL모델 제안 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.93-102
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    • 2018
  • This article aims to present an effective and systematic learning methodology of game curriculum which is oriented convergence education. In particular, I will present the 4PBL model reflecting the trend of the changing times from teacher-centered learning to learner-centered learning environment. The 4PBL model consists of Personal based Learning, Problem based Learning, Project based learning and Performance based Learning. In this article, I will explain the concepts and characteristics of PBLs at each stage by providing concrete examples of game education courses. Such an attempt may have a meaningful value in that it can suggest a learning environment in which knowledge can be structured subjectively in a changing educational paradigm.

A Study on Interest Factors of Game-based Metaverse : focused on the topic analysis of user community (게임 기반 메타버스의 사용자 흥미 요인 연구 : <동물의 숲> 사용자 커뮤니티의 토픽 분석을 중심으로)

  • Ahn, Jin-Kyoung;Kwak, Chanhee
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.1-9
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    • 2021
  • Although interest in the metaverse increases due to the pandemic, the understanding of the metaverse interest factor, which is an essential element for the sustainability of any metaverse platform, is lacking. This study aims to reveal the interest factors of metaverse services by analyzing user community discourse. We collected user community discourses from and applied LDA to extract topics. Further, we categorize the factors into growth and verifiable indicators, various levels of interaction, self-expression and freedom, and connection with the real world. The content planning direction of the game-based metaverse of utilization was derived. This study is meaningful in that it analyzes the interest factors of the metaverse based on the empirical evidence of user discourse data.

Design of 3D Running Game using Gyro Sensor in Mobile Environment

  • Choi, Joo-Young;Kim, Seok-Hun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.77-82
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    • 2021
  • In our society, the current smart devices have been commercialized and more time than most people are in contact with smart devices than the time in contact with the PC, it shows the same trend in terms of the game industry. Thus in the study, it was to try to make a game by utilizing the characteristics of only the smart devices in mobile environments among them by using the gyro sensor implementing the movements of characters. In particular, undergraduate student made various attempts to implement a single game using the sensor used in smart devices. In this paper, we have planned the adventure 3D running game that allows users to easily fun to play. Our goal is to implement one stage. We have discussed that you have designed and implemented.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Comparative Analysis on Value System of MMORPG (MMORPG 가치체계 비교연구)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.85-92
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    • 2011
  • Greimas's Carre Semiotique, as Floch showed in his analysis of car, has much effectiveness not only in theoritical aspect but also in practical aspect. This paper used his theory to analysis the value system of MMORPG. Lineage, the game known as representative game of 'nogada', was the starting point. WOW is supposed to have opposition relation with lineage and Ragnarok contradiction relation, and Mabinogi non contradiction relation. As well as games, the concepts that match to 'nogada' of lineage are also supposed. The value system of games is expected to be useful in further systematic analysis of games and also in practical area of design and marketing.

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.

A Study on educational Dok-do game development and importance analysis of future science technology (교육용 독도게임 개발을 통한 과학기술의 중심지 독도에 대한 연구)

  • Boun, Jang-Hun;Lee, Kyong-Sun
    • Annual Conference of KIPS
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    • 2016.10a
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    • pp.344-345
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    • 2016
  • 일본과 우리나라 사이에서 독도 영유권 문제를 두고 매년 큰 화두가 되고 있는 이 현실에서, 아직도 독도의 중요성에 대한 인식이 부족하다는 점에 착안하여, 과학 기술적인 관점에서 중요성을 분석해서 알리고, 더 나아가 교육적인 학습방법으로 다양한 사람들에게 재미있고 효율적인 방법으로 빠르게 알리기 위해, 본 논문에서는 교육용 독도 알리기 게임을 기획하고 개발하였다. 처음에 개발된 게임은 독도 알리기 활동에서 얻은 사용자 피드백을 바탕으로 업그레이드 과정을 거쳤으며, 지속적인 알리기 활동을통해 개선과정을 계획하고 있다.

A Study on development of Interactive Human-care Contents using indoor rock climbing wall (실내 클라이밍 암벽을 활용하는 상호작용 휴먼케어 콘텐츠 구현 방안 연구)

  • Sung, Bokyung;Bang, Green;Ko, Ilju
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1839-1841
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    • 2015
  • 클라이밍 동작을 기본 컨트롤 도구로 활용하는 상호작용 콘텐츠를 클라이밍월에 적용하여 상호작용이 가능한 휴먼케어 콘텐츠로 전환 할 수 있다. 본 논문에서는 클라이밍월을 스크린으로 활용하여, 스크린 위에서 이동하는 아동에게 지속적인 목표와 동기부여 요소를 제공하는 게임형태의 휴먼케어 콘텐츠를 기획한 사례를 소개한다. 또한 기존의 단방향적인 형태의 클라이밍에 클라이밍의 상하좌우 이동을 활용하는 움직임에 대한 상호작용을 제시하는 게임 콘텐츠를 제작하여 실제 환경에 적용한 결과물을 제시한다.

A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games (게임 이용자의 환경이 게임 이용 및 과몰입에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.63-76
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    • 2015
  • The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.