• Title/Summary/Keyword: 게임 패턴

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Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

The APIs Design for the Database Management of the Network Game Using Design Patterns (디자인 패턴을 적용한 네트워크 게임의 DB 관리 APIs 설계)

  • Kim Jong-Soo;Kwon Oh-Jun;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.101-108
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    • 2006
  • Developing a network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The database for the multi-player network game is accessed from many clients. To manage the resource effectively, it is required to design the APIs to be minimized the database access and to be dealt with the related data efficiently. For this, it is needed to apply the object-oriented design for the related software modules. In the paper, we propose the design patterns of GoF to implement the APIs thatis needed to deal with the database resource. The database design through the analysis of some game's GUI has the advantage to create the optimized schema set more quickly, because it minimize the review step and the modification step of the database design generally. In addition, we apply to the design patterns of GoF for the APIs design of the server-side database. These reduce the times of the program call between the game server and the database server. These also make easily the maintenance for the already developed APIs, and it makes easily the addition of new APIs.

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Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.3-10
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    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

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Didactical Applications of the Baduk Pieces Game (바둑돌 게임의 교수학적 활용)

  • Kim, Boo-Yoon;Lee, Ji-Sung
    • Journal for History of Mathematics
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    • v.20 no.3
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    • pp.43-58
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    • 2007
  • We review the eastern frog jump game and the western solitaire to apply the Baduk Pieces Game to mathematical education. This study introduce a didactical method of Baduk Pieces Game which is constructed with simplification, generalization, and extension. This didactical applications of the Baduk Pieces Game gives the students opportunities of patterns, generalization, and problem solving strategies.

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A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.121-129
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    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.

Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

The Analysis of Woman User Behavior Pattern in Online Games (여성 유저의 온라인게임 이용 행태에 관한 연구 - 온라인게임에서의 젠더 정체성을 중심으로-)

  • Seok, Sung-Hye;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.693-704
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    • 2007
  • 지금까지 사이버문화에 대한 연구는 해당 문화의 가장 큰 특성 중인 익명성과 그것이 개별 이용자들의 정체성에 미치는 영향에 대한 많은 관심이 있어왔다. 최근 주목을 받고 있는 싸이월드나 블로그 등 CMC환경에서 매체가 일반적으로 여성의 라이프스타일 및 여성성과 연관되어 정체성의 구성에 영향을 미치게 되며, 이러한 이용 형태를 마케팅과 접목하여 높은 여성 참여와 구매력을 이끌어내고 있다. 반면 온라인게임은 남성 중심의 매체로써의 특징을 가지고 있으며, 상대적으로 여성의 온라인게임 이용 행태 분석 및 마케팅 전략 연구가 미흡하였다. 온라인게임에서 여성 이용자의 참여나 구매력을 이끌어 내기 위해서는 우선적으로 남성 중심적 매체에서 여성 온라인게임 유저의 이용 행태 분석 이 선행되어야 하며, 이를 통하여 여성의 온라인게임 소비 패턴과 특성을 파악하고, 나아가 고객 충성도, 구매력과의 관련성 속에서 마케팅적 시사점을 도출하여야 할 것이다. 본 연구는 온라인게임 여성 유저의 심층 인터뷰를 통하여 우선적으로 연령별 게임 이용 패턴 - 게임이용 장소, 초기 진입 방식, 커뮤니티 활동, 아이템 구매 형태 등 - 에 대해 알아보고, 다음으로 여성 유저의 게임 플레이 방식으로 게임 내 캐릭터의 전유 방식(몰입)과 게임 플레이 스타일을 고찰하고자 한다. 이때 여성의 온라인게임 이용 방식이 남성적 매체라는 구조적 공간 내에서 여성의 성적 특성이 온라인게임 소비 행태에 어떠한 영향을 미치며, 또한 여성 유저의 이용 방식에 따라 고객 충성도에 미치는 효과에 대해 알아보도록 한다.

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Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

A Case Study on PVP Level Design Patterns of FPS games - Focusing on 'Point Blank' - (FPS 게임의 PVP 레벨 디자인 패턴 고찰 -포인트 블랭크를 중심으로-)

  • Kang, Soo-Chang;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.39-48
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    • 2015
  • Level design of online FPS games has not been researched enough for its active development and service. For the most part, FPS design patterns only have been classified based on PVE level design. However, it is necessary to look at it in light of PVP level design in the online FPS multi-player games. Therefore, we analyzed one of the most preferred team-death match levels in 'Point Blank'. This research holds its significance in suggesting the new PVP level design patterns compared to PVE level design patterns after conducting in-depth interviews on three FPS developers.

AI Pattern of the Side-scrolling Action Game (횡 스크롤액션 게임의 AI패턴 연구)

  • Cho, Ui-Ddum;Kim, Seung-Hyeon;Lee, Hee-Seok;Lee, Da-Som;Myeong, Jin-Lee;Lee, Hyun-Woo;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.289-292
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    • 2014
  • 게임에서 AI(Artificial Intelligence)는 게임의 재미요소와 가장 밀접한 부분이며, 대부분의 게임에 포함되어 있다. 그러나 단순한 AI패턴은 게임플레이에 지속성을 저하시키며 게임의 재미요소 하락시키는 원인이 되기도 한다. 본 논문에서는 이러한 문제점을 극복하기 위해, 2D 횡 스크롤 액션 게임으로 "아트록스"를 개발하여 게임의 흥미를 높일 수 있는 AI패턴을 연구하였다.

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