• Title/Summary/Keyword: 게임 메커니즘

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Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

The Question Concerning Game Governance: Focusing on Game Rating System Using the Governmantality Concept of Foucault (게임 거버넌스에 관한 논고: 푸코의 통치성 개념으로 바라본 게임등급시스템)

  • Kim, Ji-Yeon;Kim, Min-Kyu;Lee, Jong-Pil
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.143-154
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    • 2013
  • This article explores on the deploying of game rating system in the context of whole game governance. Rating system is critical apparatus of game policy because it works as a kind of counterweight between different actors. We analyse to apply the three form of governmentality by Faucault. Rating system can be commonly considered as security mechanism. Korean rating system has hoped to be so but its effect was not actually. We should see why that system evolve to disciplinary mechanism, not toward security mechanism. Sound governance shows to be ensure all actors to participate its procedures practically, through constituting more rich discourse.

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 on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

Study for Efficient Game Pay Method of Game User (게임 사용자의 효율적인 게임 지불 방법에 대한 연구)

  • Jeong, Yoon-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.265-266
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    • 2012
  • 최근 모바일 시장의 급격한 발전으로 인하여 스마트폰 기능 또한 다양해져 사용자 또한 다양한 계층에서 사용되고 있다. 그러나 스마트폰 게임은 유료든 무료든 게임 대부분이 현금을 주고 아이템을 구매할 수 있는 부분 유료화 정책을 실시하고 있기 때문에 구매능력이 없는 청소년도 쉽게 게임 아이템을 쉽게 구매할 수 있는 문제점이 있다. 본 논문에서는 지불능력이 없는 청소년이 온라인게임 상에 물품을 구입할 경우 청소년의 부모에게 게임 아이템 구입 확인 메시지를 게임업체가 전달하여 승인 코드를 전달받아야만 게임 관련 물품을 구입할 수 있는 게임 지불 메커니즘을 제안하고자 한다.

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A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

Comparative Analysis of Game-Theoretic Demand Allocation for Enhancing Profitability of Whole Supply Chain (전체 공급망 수익성 개선을 위한 게임이론 기반의 수요 할당 메커니즘의 비교 연구)

  • Shin, Kwang Sup
    • The Journal of Society for e-Business Studies
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    • v.19 no.1
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    • pp.43-61
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    • 2014
  • This research is an application of game theory to developing the supplier selection and demand allocation mechanism, which are the essential and major research areas of supply chain planning and operation. In this research, the most popular and widely accepted mechanism, the progressive reverse auction is analyzed and compared with the other game theoretic approach, Kalai-Smorodinsky Bargaining Solution in the viewpoint of holistic efficiency of supply chain operation. To logically and exquisitely compare the efficiencies, a heuristic algorithm based on Genetic Algorithm is devised to find the other optimal demand allocation plan. A well known metric, profit-cost ratio, as well as profit functions for both suppliers and buyer has been designed for evaluating the overall profitability of supply chain. The experimental results with synthesis data and supply chain model which were made to mimic practical supply chain are illustrated and analyzed to show how the proposed approach can enhance the profitability of supply chain planning. Based on the result, it can be said that the proposed mechanism using bargainging solution mayguarantee the better profitability for the whole supply chin including both suppliers and buyer, even though quite small portion of buyer's profitability should be sacrified.

Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

A Study Of The Rule in Game Storytelling (온라인 MMORPG 게임 서사에 나타난 룰(Rule) 연구 - <월드오브워크래프(World of Warcaft)> 중심으로)

  • Song, Mi-Sun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.540-545
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    • 2008
  • 게임의 룰은 게임의 메커니즘을 구현하는데 필요한 모든 것을 포함하는 것이다. 또한, 게임의 스토리를 이끌며 지탱하는 중요한 요소이기도 하다. 본고에서는 동서양 모두에서 성공하고 있는 대표적 MMORPG 온라인 게임인 월드오브워크래프트를 중심으로 게임 스토리텔링에서의 룰이 지닌 중요한 요소와 특징, 또한, 이것이 지닌 창조적이며 재미와 몰입, 덧붙여 게임 스토리 전개상에서 만들어내는 생산적인 요소들을 찾아서 특성을 찾고자 한다. 이는 게임 개방시 게임 내의 룰 생성과 스토리 전개에 중요한 요건으로서 연구되어질 수 있으며, 온라인 게임 스토리텔링 창작 및 개발에 적용하는데 연구의 의의가 있다 하겠다. 본고의 논의가 이뤄지기 전, 먼저 게임에 대한 룰의 정의에 대해 지금까지의 논의들을 살펴보고, 이들 속에서 발견되고 논의될 요소들을 얻고자 한다. 이론적 요소를 바탕으로 본고의 연구대상인 월드오브워크래프트의 서사에 나타난 룰과 스토리텔링과의 상호작용을 분석할 것이다. 본고에서 논의 되는 MMORPG게임의 룰과 스토리텔링의 연구는 아직 체계적이지 못하고, 이론적으로 미흡한 게임 스토리텔링 및 룰 연구에 기반 연구가 되고자 한다.

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국내 MMORPG 게임산업의 성장방안 연구 - 게임디자인의 미디어 간 재매개 잠재력을 중심으로 -

  • No, In-Sik
    • 한국게임학회지
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    • v.6 no.1
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    • pp.44-47
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    • 2009
  • 분명한 것은 한국형 온라인게임의 특징적 원리들이 탑재되고 있는 방식과 현상은 점차 강화되고 있음에도 불구하고 게임사 주도적으로 전개되고 있는 산업의 성장모형은 평가기능으로 작동해야 할 조정 메커니즘의 원활한 흐름을 저해하는 길항관계에 있는 것은 사실이다. 이러한 문제를 인식하고 연구자는 게임연구의 활성화지점과 게임개발 테크놀로지가 가진 길항관계를 보완할 수 있는 디자인에 주목하고자 하였다. 게임디자인은 게임의 미적, 실용적, 경제적 가치를 창출하는 직무이면서 유관 콘텐츠산업과의 연계와 매개 가능성을 함의하고 있다는 측면에서 게임연구의 활성화지점의 매개로서 충분하다는 것이 연구자의 견해이다. 이 같은 주장의 전개를 위하여 국내에서 탄생한 온라인게임에 초점을 맞추고 국내 온라인게임의 전형이 되고 있는 핵 앤 슬래쉬(Hack & Slash) 방식과 허구적 공간에서의 게임화된 사회경험을 추구하는 스토리텔링 방식의 분석을 통해 국내형 온라인게임이 성취한 디자인 좌표를 검증하고, 이를 통해 국내 게임산업에 대두되고 있는 위기 스펙트럼과의 연관성은 어떤 것이며, 디자인은 어떠한 방향으로 매개되어야 할 것인지에 대한 의제로 접근하였다.

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