• Title/Summary/Keyword: 게임 평가

Search Result 958, Processing Time 0.032 seconds

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

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
    • /
    • v.12 no.1
    • /
    • pp.15-24
    • /
    • 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 Literature Review of Outcome Variables for Serious Games: Focusing on Knowledge Aquisition Outcome Variables (기능성게임의 성과 측정 변수에 대한 문헌 연구: 지식습득 성과변수를 중심으로)

  • Park, Su-jung;Park, So-Hee;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.459-460
    • /
    • 2015
  • There has been highly increased interests in serious games as a result of the development of game industry. But there are limitations in further development due to negative aspects of game in spite of positive aspects of serious game. Recently, related studies have made efforts to provide positive outcomes of serious games. This study examine to analyze the impact of knowledge acquisition among the various outcome variables in serious games. Through the study, we examine the literature review about knowledge acquisition in various domain on serious games and identify the methodology for assessing outcome variables especially knowledge acquisition.

  • PDF

A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.8
    • /
    • pp.133-143
    • /
    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

  • PDF

Aesthetic Potential and Value Characteristics of the Game (게임의 미학적 잠재성과 가치 특성)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.131-148
    • /
    • 2016
  • The cultural status of the game is always compared with the various area of art, and this discussion is continuing from appearance of the game to the present. During the same period, the cultural influence of the game is gradually increased, but public awareness was significantly undervalued the artistic value of the game. So, the change in this evaluation is needed in order to constantly maintain a cultural influence and to provide a positive influence on our society. Therefore, it is required that the research to prove their aesthetic value in the viewpoint of the game. This paper explores the new aesthetic potential of the game through a discussion of various similarities and the relationship between games and art. We look at the views on the game from the artistic point of view through game art and art game. And it find out the aesthetic subject and value of game. Finally, the approach through features of the information aesthetics and the generative aesthetics helps your understanding of the game aesthetics.

Traffic Analysis of Smart Phone Mobile Games Characteristics in Smart Phone Environment (스마트폰 환경 하에서 모바일 게임 특성에 따른 트래픽 분석에 관한 연구)

  • Choi, Su-Jin
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2013.05a
    • /
    • pp.407-410
    • /
    • 2013
  • 전 세계적으로 초고속 인터넷이 보급화 되고 대중화 되는 현재 컴퓨터 온라인 게임 산업뿐만 아니라 스마트폰 모바일 게임 산업이 빠르게 성장하면서 고정된 장소에서 게임하는 시대는 가고 이동 중 게임하는 시대가 열렸다. 이와 동시에 모바일 게임 트래픽 또한 점차 증가되고 있는 실정이다. 본 논문은 모바일 게임의 트래픽 분석을 위해 서로 다른 특성의 게임인 애니팡과 드래곤 플라이트를 이용하여 모바일 속도 측정 프로그램인 벤치비로 트래픽 변동 상황을 정리하고 tPacketCapture 프로그램과 네트워크 측정 분석기인 Wireshark로 일정한 시간 간격을 두고 총 패킷의 수와 전송되는 패킷의 크기 등에 대한 체계적인 네트워크 데이터를 분석하여 시간적 제한이 있는 보드 퍼즐 게임의 특성을 지닌 애니팡은 게임 진행상에서 빈번하게 데이터 패킷이 송 수신 되고 시간적 제한이 없는 슛팅 게임의 특성을 지닌 드래곤 플라이트는 게임 시작과 종료 지점에서만 주로 데이터 패킷이 송 수신 된다는 것을 알 수 있었다. 이러한 스마트폰 모바일 게임의 트래픽 분석은 향후 모바일 게임 네트워크의 성능 평가나 다른 모바일 게임의 설계 및 개발 등에 활용 될 수 있을 것이다.

A Study of Evaluation Model for RPG Combat Balance in Mobile (RPG 전투밸런스 평가모델 연구 : 모바일 게임 중심으로)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.49-58
    • /
    • 2015
  • Due to the improving mobile environments, we can play RPG in not only computer online field but also mobile field. It is difference from hardware environment between them so that mobile RPG has been changed and modified to play in mobile environment except RPG's frame and basic element. This Study has investigated the model to evaluate the balance of battle that is based on the RPG. Although there is an assessment model studied with a focus on the MMORPG, It is difficult to apply to the entire balance in RPG especially mobile RPG. Former model has used only basic element because there were so many kinds of variables such as user's controls, other players and objects in game. The reason why that model just gave a guide line about battle balance. In this paper, the new assessment model to include the balance factors such as BUFF, NURF and PASSIVE could be possible for applying the balance of mobile RPG on recent trends. As a result, the new model can measure numerical calculations compared to the previous model.

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
    • /
    • v.12 no.11
    • /
    • pp.1652-1660
    • /
    • 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.

  • PDF

3-DAT Based Evaluation Method for Mobile Game Development Process (3-DAT 기반의 모바일 게임 개발 프로세스 평가 방법)

  • Lee, Ji-Won;Kim, Kyung-Sik;Park, Sung-Jun
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.15-23
    • /
    • 2010
  • The 4-DAT is a tool for analyzing general development process such as XP and Scrum. In this paper, we suggest a new evaluation method based on 3-DAT for mobile game. Since the 4-DAT has inappropriate evaluation items and unnecessary elements for mobile game development, a revised evaluation method which was optimized using three dimension. The 3-D based evaluation method have development context variables of 5 items and 20 detailed criteria. They were defined based on the theory of P.Abrahammsson, B. Boehm and R. Turner. For the experiment, We applied to five mobile game developments which were earned out for 4 months. It analyzed the three factors of the development teams dependence, inequity and flexibility. This study found that short-term mobile game developments can be completed with low risk when dependence is low, inequity is high and flexibility is high.