• Title/Summary/Keyword: 어드벤처

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A Study on the Priority of Game Design Components by Genres (장르별 게임 디자인 구성요소의 우선순위에 대한 연구)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.63-74
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    • 2021
  • The format of game play varies depending on the priority of game design components by genre. In this study, in order to quantitatively derive the priority of game design components by genre, 6 game design components and 6 genres were extracted through prior research on game design components and genres, and then the research model was designed, and priorities were derived through AHP. Feedback system in action games, story in adventure games, mechanics in role-playing games, mechanics in simulation games, feedback system in table games, and mechanics in puzzle games were highly prioritized.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.

Design of 3D Running Game using Gyro Sensor in Mobile Environment

  • Choi, Joo-Young;Kim, Seok-Hun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.77-82
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    • 2021
  • In our society, the current smart devices have been commercialized and more time than most people are in contact with smart devices than the time in contact with the PC, it shows the same trend in terms of the game industry. Thus in the study, it was to try to make a game by utilizing the characteristics of only the smart devices in mobile environments among them by using the gyro sensor implementing the movements of characters. In particular, undergraduate student made various attempts to implement a single game using the sensor used in smart devices. In this paper, we have planned the adventure 3D running game that allows users to easily fun to play. Our goal is to implement one stage. We have discussed that you have designed and implemented.

Effect of Virtual Reality Based Ring Fit Adventure Core Exercise on the Thickness of the Transverse Abdominis, Internal Oblique and External Oblique Muscle (가상현실 기반의 링 피트 어드벤처 코어 운동이 배가로근, 배속빗근, 배바깥빗근의 두께에 미치는 영향)

  • Yoon, Sam-Won;Yoon, Sung-Young;Park, Han-Kyu
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.4
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    • pp.93-102
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    • 2022
  • Purpose : The purpose of this study was to analyze the change in thickness of transvers abdominis, internal oblique, and external oblique when virtual reality based ring fit adventure is applied to young adults in order to investigate the effect of ring fit adventure on core stabilization. Methods : 30 subjects participated in the experiment. Subjects were randomly assigned to two groups. 15 subjects performed ring fit adventure core exercise (experimental group) and 15 subjects bridge and dead bug exercise (control group). The ring fit adventure core exercise program consists of 6 types, 1) bow pull, 2) overhead lunge twist, 3) pendulum bend, 4) seated ring raise, 5) plank, 6) warrior III pose. Each exercise was performed for 5 minutes, for a total of 30 minutes. The bridege and dead bug exercise were performed for 15 minutes each for a total of 30 minutes. All interventions were performed 3 times a week for 4 weeks. Thickness of the abdominal muscles was measured with a ultrasound. The paired t-test was used to compare the thickness of the transverse abdominis, internal oblique, and external oblique before and after intervention, and the comparison between groups was analyzed using the independent t-test. Results : As a result, in the experimental group, thickness of transverse abdominis and internal oblique increased significantly (p<.05), but external oblique decreased significantly (p<.05), and in the control group, thickness of transverse abdominis, internal oblique, and external oblique increased significantly (p<.05). There was a significant difference in external oblique in the difference between groups (p<.05). Conclusion : These study results showed that core exercise using ring fit adventure can reduce external oblique and increased selective muscle activity of transverse abdominis and internal oblique of the deep abdominal muscles, so it is meaningful as an effective intervention for core stabilization.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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