• Title/Summary/Keyword: 피드백 게인

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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.

Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.479-486
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    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

특별기고 / 사용자 테스트로 게임 향상시키기

  • Ri, Sa-Pae
    • Digital Contents
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    • no.7 s.122
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    • pp.146-150
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    • 2003
  • 대부분의 게임 디자이너들은 베타버전이 나와 제품에 대한 품질 확인 문의가 생길 때까지 제품에 대한 피드백을 받지 않는다. QA 테스터는 게임 제작의 관행을 깨기 위해 노력하고 있다. 특히 QA 테스터는 버그와 밸런스 문제를 찾고 주요 게임 플레이 문제까지도 찾아낸다. 하지만 이들이 디자인 문제에 대해 피드백을 준다고 하더라도 제품은 몇 달 이내의 빠른 시간 내에 선적되어야 하기 때문에 이 문제를 모두 해결하려면 시간이 너무 늦어진다.

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Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

Analytical Investigation of the Influence of Rotor Flap Dynamics on Helicopter Flight Control System Feedback Gain Limit (헬리콥터 비행 제어시스템의 피드백 제어 이득 한계에 대한 로터 플랩 동역학의 영향성 분석)

  • Yang, Chang Deok;Lee, Seung Deok;Jung, Dong Woo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.3
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    • pp.217-224
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    • 2020
  • The use of a high gain flight control system to achieve high bandwidth performance increase the instability of a helicopter. To investigate these phenomena numerically, high fidelity EC155B1 helicopter model and simplified flight control system that include actuator, digital processor and noise rejection filter was developed. A study conducts an analytical investigation of roll axis stability of the helicopter model as feedback gain increases. And this study analyzes roll-rate and roll-attitude feedback gains limited by rotor flap mode. The results indicate that the phase delays caused by the filter can severely limit the usable values of the roll-rate and roll-attitude feedback gains.

The Effect of Force Feedback on Video Gamers' Performance (포스 피드백이 비디오 게이머들의 게임결과에 미치는 영향)

  • Jeong, Wooseob
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.4
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    • pp.91-98
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    • 2013
  • The purpose of this study is to examine the effect of force feedback on video gamers' performance with two different types of game controllers, and to verify users' consistency on their perceptions of force feedback effect and their actual performances in video games. 42 qualified players' records on a driving video game were analyzed in this study. This study shows 1) the force feedback effect in video games depends on the type of game controllers, 2) there is inconsistency between gamers' perception on the force feedback effect and their actual performances with the force feedback effect, and 3) emotional pleasure (fun factor) plays a big role in gamers' performances.

A study on Efficiency of Game Prototype Development Method with User Feedback and Quality Assurance (사용자 피드백 및 게임 QA가 결합된 게임 프로토타입 개발 방법론의 효율성 연구)

  • Yang, Dahyeon;Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.575-576
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    • 2021
  • 프로토타이핑은 게임의 방향성을 정하고 향후 완성된 게임의 모습을 예상케 해 제작 프로세스를 줄이고 제작 비용을 최소화 시키는 가장 효과적인 방법이다. 본 연구에서는 게임 제작 프로젝트에서 프로토타입을 개발 방법론을 기본으로 하여 게임기획, 게임 QA, 게임 사용자의 피드백을 파이프라인으로 연결하여 게임성을 향상 시키는 개발 방법에 대하여 살펴본다. 게임 개발에 있어 위 3가지 단계는 게임을 개발하는데 있어 게임성을 확보하기 위한 효율적인 방법임을 확인한다.

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A Study on the Prototyping for Developing Computer Game (컴퓨터게임 제작을 위한 프로토타입에 관한 연구)

  • Tak, Hwa-Eun;Kim, Sung-Kon
    • Archives of design research
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    • v.17 no.4
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    • pp.129-140
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    • 2004
  • The process of game development is contained of many steps that is hard to forecast success or failure. In order to develop successful game, the development period should be shorter, which could reduce development cost. In order to reduce development period and cost, it is needed to make a communication among planners, programmers, graphic designers and investors lively with a prototype as a communication tool. In this study, the concrete examples are demonstrated how to use prototypes as a tool for communication and feedback of team members, in the process of game development. This paper explains the characteristics of various types of prototypes according to types of game contents. This paper demonstrated two types of prototype according to development stage, one type is a prototype to gather feedback in the planning stage, the other is a prototype to make team members cooperate and communicate in the stage of production stage.

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.