• Title/Summary/Keyword: 디지털 보드게임

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A Study on Preferences about Play, Laughing Activity, Digital Game in Elementary School Students (초등학생들의 놀이, 웃음활동, 디지털 게임의 선호도 실태 고찰)

  • Bae, Jin-Soon
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.7-18
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    • 2016
  • This study was conducted to construct a program combining play and laughing activities with personality education. Self-recorded questionnaire was administered to investigate popularity of play(playing rules area, traditional play area, board game area), the laughing activity, digital games preference among 5th and 6th grade students. Most popular activities was board game area, followed by rule play area, traditional play area, and laughing activity in order. Group play among the rule play area, and Yutnory among traditional play, and digital games among board games were most preferred. This study suggest primitive classification and characterization of play and activities among senior elementary students. Further study for define classification of other eligible play and activities may be encouraged to establis high quality play and activity programs among elementary school students.

A study on the development of digital board game contents for music education of elementary schoolchild to improve cognitive recognition (인지능력 향상을 위한 초등학생 음악교육용 디지털 보드게임 콘텐츠 개발 연구)

  • Park, Eunee;Jeong, Won Jun;Oh, Seok-Hee
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.133-142
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    • 2020
  • Digital educational game market is growing as it expands to smart platforms such as smart phones and tablet PCs. As games have become digital in the classroom evolving to two-ways. In this paper, it designed that enables elementary students to acquire musical knowledge related to musicians through digital board games. By collecting achievement cards of musicians associated with. Elementary students repeatedly gain relevant musical knowledge in the end. The developed game was simulated using Petri net to check the gameplay flow.

Review / 모바일에 불어닥친 보드게임 열풍

  • Im, Yeong-Mo
    • Digital Contents
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    • no.9 s.124
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    • pp.116-119
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    • 2003
  • IT시대와는 전혀 상관없어 보이는 보드게임이 의외로 뜨고 있다. 컴퓨터 없이는 좌불안석하는 현대의 젊은이들이 종이 조각을 교환하고 자그마한 주사위 등을 굴리며 즐기고 있다. 컴퓨터와의 게임에 지쳐서일까? 사람의 호흡이 그리워서일까? 하여튼 많은 사람들이 보드게임을 즐기게 되었고, 그 수요 역시 확산되고 있다. 이번 모바일 리뷰에서는 모바일에서 구현되는 특색 잇는 보드게임 2종을 소개하고자 한다. '정반합'이라고 하지 않았던가?

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모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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PGA: Digital Board Game Assistant (PGA: 디지털보드게임의 전략지원)

  • Kim Kirak;Park Anjin;Hong Kwangjin;Jung Keechul
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.598-600
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    • 2005
  • 본 논문에서는 터치스크린을 사용한 디지털보드게임에서 사용자에게 게임의 전락 정보 제공을 통해 게임의 습득 속도를 증가시켜 줄 수 있는 PGA(Portable game assistant)를 제안한다. 기존의 디지털보드게임은 모든 게이머를 위한 공동영역과 개인만을 위한 개인영역으로 나눈다. 공동영역에서는 모든 사용자가 알아야 하는 게임환경과 도움말을 제공하고, 개인영역에서는 게임 진행에 필요한 게임화면과 말의 정보를 제공한다. 우리는 공동영역인 게임테이블에서 터치스크린을 사용하여 게임을 진행하고, 개인영역에 게임의 재미를 더 하기 위하여 PGA를 사용하여 게임의 전략을 그래픽으로 제공한다. 우리는 배우기 쉽고 전략적으로 지원이 필요한 장기게임에 제안된 시스템을 적용하였으며, 앞으로 본 시스템에 게임 애니메이션, 사운드 등을 추가하여 다양한 테이블보드게임에 전략적인 측면과 동적인 측면을 함께 제공할 것이다.

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The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

A Study for Interaction of Board Game based on Open Markets (오픈마켓 기반 보드 게임의 상호작용에 관한 연구)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.128-130
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    • 2014
  • Digital products which is concentrated on function implementation are disregarded from consumers, while those that is interacting with human and user experience based on digital contents get to high royalties and preferences currently. This trend is the same as open market based on game fields. This paper aims to find the feature of proper interaction in board game on open market and derive the key design factor of them. After many literatures were reviewed, we found how to apply interaction factors to games. We expect to develop the game with the optimal user experience to apply the proper interaction to board game in domestic open market in the future.

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The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Analysis of Relative Importance of Board Game Development Models (보드게임 개발 모형의 상대적 중요도 분석)

  • Kim, Ji-Hye;Ho, Ryu Seuc
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.257-263
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    • 2022
  • In the current era of Corona, the positive potential of board games is emerging as the 'untact' is accelerating. This situation can be seen as an opportunity to have a positive impact on the development of the board game industry depending on how to develop board games in a more interesting, high-quality and educational way than before. To this end, this study intends to present a methodology for deriving the relative importance of important factors in board game development among the preceding studies and methodologies for more advanced board game development by board game developers and experts. This study is to derive the relative importance of important factors in board game development. To this end, important factors in board game development for board game developers and experts were derived through the Delphi method, and the Delphi method in the ranking format was used to rank the relative importance of the derived factors. This study focused on the development model of playing cards among board games. Priority analysis result, development and planning composition, prior research analysis, draft production, production, validation, application, and review in order of importance were derived(were derived in the order of importance). The results of this study are expected to provide practical guidelines for companies to prioritize and utilize development according to their importance when developing board games.