• Title/Summary/Keyword: 디자인게임

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Study on how to Create Diversity in Deck Building Games : Focused on 'Magic The Gathering Arena' (덱 빌딩 게임에서 다양성을 만드는 방법에 관한 연구 : '매직: 더 개더링 아레나'를 중심으로)

  • Kim, Jung-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.463-466
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    • 2020
  • TCG는 Trading Card Game의 약자로 수집과 게임을 목적으로 디자인된 카드게임을 일컫는다. TCG는 1993년 미국의 수학자인 리처드 가필드(Richard Garfield)가 만든 '매직: 더 개더링'(Magic: The Gathering)을 시작으로 '스펠파이어'(Spellfire), '일루미나티'(Illuminati)와 같은 다양한 게임으로 이어지며 하나의 독자적인 장르로 자리매김하게 되었다. TCG는 전략적 게임 디자인을 통한 독자적 장르의 재미도 가지고 있지만, 수집 요소가 가진 장점으로 인해 많은 타 장르 게임에서 혼합되어 사용되고 있다. 본 논문에서는 최초의 TCG인 '매직: 더 개더링'의 분석을 통해 다양한 덱을 만들어내는 방법에 대해 연구하고 나아가 타 장르 활용 방안에 대하여 제시하고자 한다.

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A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

A Survey of Representation Methods of Game Rules in Game Design (게임디자인에서 게임규칙 표현방법 조사연구)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.39-45
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    • 2006
  • In game developments, the design results are often modified not only in the design phase but also in the implementation and test phases. The results of game design are consisted of the results of game rule design and the results of game contend design. The results of game rule design should be correctly understood to all the participants, be efficiently managed by the given configuration controls, and be accurately verified. In this study, we carry out a survey of representation methods of game rules in game design. We have the comparison analysis of the written representation, the UML representation, the Petri net representation, and script-language representation methods about the suitability of the representation method for game rule designs. The comparison analysis is about the representation scope, the visual representation, the automated verification, and the configuration management. The analysis results show that the UML representation is the best method but it needs more convenient automated verification method.

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A study on RPG game character Design using Tang Dynasty Warrior cultural Prototype (당대(唐代) 무사 원형을 이용한 롤플레잉 게임 캐릭터 디자인 연구)

  • Yi, Sixiang;Lee, Dong Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.685-688
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    • 2008
  • Use the collection of Tang Dynasty warrior's image as a basic, and find the element to use. Analyse the RPG game character image's element, then put the warrior image's element into the game character design's process, in order to find a way to create a new game character.

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The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

An Exploratory Study Examining Users' Psychological Responses to Screen Speed in Virtual Reality Exergame (가상현실 운동게임의 화면 속도에 따른 사용자 반응)

  • Shin, Mincheol;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.41-52
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    • 2020
  • This study aimed to address whether the varying degree of screen speed in the context of a Virtual reality exergame will interact with users' intrinsic motivation in influencing user perceptions. Results from our experiment (N = 40), showed that screen speed and intrinsic motivation have significantly interacted in influencing players' feeling of flow, attitude, and intention to replay the game (i.e., the 7km/h and 9km/h speeds have induced more favorable user perceptions than the 5km/h speed). Further implications of the findings are discussed.

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.

글로벌리포트3/ 게임속에서 구현된 성

  • Korea Database Promotion Center
    • Digital Contents
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    • no.5 s.120
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    • pp.158-164
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    • 2003
  • 컴퓨터 게임속의 새롭고 독특한 주인공을 만들어 내는 게임 제작을 위해 캐릭터의 '유전자 설계'를 해야 한다. 이렇게 탄생하는 캐릭터들은 性을 비롯해, 모양, 크기, 색깔 등 모든 특성을 포함하는 게놈(Genome)을 갖고 있는 것이다. 게임 캐릭터의 유전자 설계를 통해 불가능한 것은 없다. 돌연변이, 수명의 결정, 후천적인 캐릭터 계승, 그리고 학습된 행동까지 지정할 수 있는 것이다. 컴퓨터 게임에서는 좋아하는 어떤 것이다 디자인 할 수 있다.

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