• Title/Summary/Keyword: 게임 기획 방법

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Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

Empirical Capability Assessment Methodology of Quick Look using Weapon Score of Joint Integrated Contingency Model (전구급 워게임 모형의 무기점수를 활용한 Quick Look의 실증적 능력평가 방법론)

  • Kim, Hyungkwon;Kim, Youngho
    • Journal of the Korea Society for Simulation
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    • v.26 no.1
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    • pp.55-67
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    • 2017
  • The requirement planning system of Korea military has used top down planning approach after introducing Joint Combat Development System since 2007. But this new system has not been propelled harmoniously because it does not have any connection with the current planning system. Due to current time-exhaustive analysis and assessment process in requirement planning system, it not only delays proper decision making, but also hinders understanding on the problem in a whole perspectiveand finding a reasonable solution to our problem. In this study, we present a methodology which can analyze and assess capability utilizing the weapon score of JICM(Joint Integrated Contingency Model). The process identifies capability gap from a mission-oriented perspective in the requirement planning phase and suggests an appropriate solution to our problem. A Quick Look tool which has been developed using Python Script to implement the methodology is also introduced in this study.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

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The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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The Transfer Effect of Media Image Meaning presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee Sung-Bok;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.30-37
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students' behavior in the graduation ceremony. As a result It is shown that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition it is prove ascertain their friendship and love for their school have been lifted while watching the reflex with transferring the media image message.

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Extended Information Entropy via Correlation for Autonomous Attribute Reduction of BigData (빅 데이터의 자율 속성 감축을 위한 확장된 정보 엔트로피 기반 상관척도)

  • Park, In-Kyu
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.105-114
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    • 2018
  • Various data analysis methods used for customer type analysis are very important for game companies to understand their type and characteristics in an attempt to plan customized content for our customers and to provide more convenient services. In this paper, we propose a k-mode cluster analysis algorithm that uses information uncertainty by extending information entropy to reduce information loss. Therefore, the measurement of the similarity of attributes is considered in two aspects. One is to measure the uncertainty between each attribute on the center of each partition and the other is to measure the uncertainty about the probability distribution of the uncertainty of each property. In particular, the uncertainty in attributes is taken into account in the non-probabilistic and probabilistic scales because the entropy of the attribute is transformed into probabilistic information to measure the uncertainty. The accuracy of the algorithm is observable to the result of cluster analysis based on the optimal initial value through extensive performance analysis and various indexes.

A Study on the Development of Emotional Content through Natural Language Processing Deep Learning Model Emotion Analysis (자연어 처리 딥러닝 모델 감정분석을 통한 감성 콘텐츠 개발 연구)

  • Hyun-Soo Lee;Min-Ha Kim;Ji-won Seo;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.687-692
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    • 2023
  • We analyze the accuracy of emotion analysis of natural language processing deep learning model and propose to use it for emotional content development. After looking at the outline of the GPT-3 model, about 6,000 pieces of dialogue data provided by Aihub were input to 9 emotion categories: 'joy', 'sadness', 'fear', 'anger', 'disgust', and 'surprise'. ', 'interest', 'boredom', and 'pain'. Performance evaluation was conducted using the evaluation indices of accuracy, precision, recall, and F1-score, which are evaluation methods for natural language processing models. As a result of the emotion analysis, the accuracy was over 91%, and in the case of precision, 'fear' and 'pain' showed low values. In the case of reproducibility, a low value was shown in negative emotions, and in the case of 'disgust' in particular, an error appeared due to the lack of data. In the case of previous studies, emotion analysis was mainly used only for polarity analysis divided into positive, negative, and neutral, and there was a limitation in that it was used only in the feedback stage due to its nature. We expand emotion analysis into 9 categories and suggest its use in the development of emotional content considering it from the planning stage. It is expected that more accurate results can be obtained if emotion analysis is performed by additionally collecting more diverse daily conversations through follow-up research.

Development of Systematic Process for Estimating Commercialization Duration and Cost of R&D Performance (기술가치 평가를 위한 기술사업화 기간 및 비용 추정체계 개발)

  • Jun, Seoung-Pyo;Choi, Daeheon;Park, Hyun-Woo;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.23 no.2
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    • pp.139-160
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    • 2017
  • Technology commercialization creates effective economic value by linking the company's R & D processes and outputs to the market. This technology commercialization is important in that a company can retain and maintain a sustained competitive advantage. In order for a specific technology to be commercialized, it goes through the stage of technical planning, technology research and development, and commercialization. This process involves a lot of time and money. Therefore, the duration and cost of technology commercialization are important decision information for determining the market entry strategy. In addition, it is more important information for a technology investor to rationally evaluate the technology value. In this way, it is very important to scientifically estimate the duration and cost of the technology commercialization. However, research on technology commercialization is insufficient and related methodology are lacking. In this study, we propose an evaluation model that can estimate the duration and cost of R & D technology commercialization for small and medium-sized enterprises. To accomplish this, this study collected the public data of the National Science & Technology Information Service (NTIS) and the survey data provided by the Small and Medium Business Administration. Also this study will develop the estimation model of commercialization duration and cost of R&D performance on using these data based on the market approach, one of the technology valuation methods. Specifically, this study defined the process of commercialization as consisting of development planning, development progress, and commercialization. We collected the data from the NTIS database and the survey of SMEs technical statistics of the Small and Medium Business Administration. We derived the key variables such as stage-wise R&D costs and duration, the factors of the technology itself, the factors of the technology development, and the environmental factors. At first, given data, we estimates the costs and duration in each technology readiness level (basic research, applied research, development research, prototype production, commercialization), for each industry classification. Then, we developed and verified the research model of each industry classification. The results of this study can be summarized as follows. Firstly, it is reflected in the technology valuation model and can be used to estimate the objective economic value of technology. The duration and the cost from the technology development stage to the commercialization stage is a critical factor that has a great influence on the amount of money to discount the future sales from the technology. The results of this study can contribute to more reliable technology valuation because it estimates the commercialization duration and cost scientifically based on past data. Secondly, we have verified models of various fields such as statistical model and data mining model. The statistical model helps us to find the important factors to estimate the duration and cost of technology Commercialization, and the data mining model gives us the rules or algorithms to be applied to an advanced technology valuation system. Finally, this study reaffirms the importance of commercialization costs and durations, which has not been actively studied in previous studies. The results confirm the significant factors to affect the commercialization costs and duration, furthermore the factors are different depending on industry classification. Practically, the results of this study can be reflected in the technology valuation system, which can be provided by national research institutes and R & D staff to provide sophisticated technology valuation. The relevant logic or algorithm of the research result can be implemented independently so that it can be directly reflected in the system, so researchers can use it practically immediately. In conclusion, the results of this study can be a great contribution not only to the theoretical contributions but also to the practical ones.