• Title/Summary/Keyword: 한국형 게임

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An Exploratory Study on the Extraction of Factors of Purchase Intention of a Smart-Phone Game (스마트폰 게임 콘텐츠 구매요인 추출에 관한 탐색적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.43-53
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    • 2011
  • The purpose of this study was to enhance the factors of the purchase intention of a mobile game for applying existing. For this study, an exploratory analysis was conducted on 40 ordinary peoples to survey through open-ended questionnaires. After that, the factors was examined by 30 experts. finally, closed-ended survey was conducted to confirm the validity and Reliability Verification. As a result, the factors have been identified with 9. From among these, 2 factors were a Newly derived -The factors of a innovation service and device- Through this study, This research will be useful to provide The basis for extended studies of Marketing, Game-development, Market analysis, etc

Design and implementation of immersive escape game "Go B'lind" using sound (사운드를 이용한 몰입형 탈출게임 "Go B'lind" 설계 및 구현)

  • Yoon, SeonJeong;Yoon, SuRyung;Woo, SeungYeon;Kim, Ho-Hyeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.76-77
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    • 2018
  • 본 논문에서는 재미있는 게임을 제작하기 위해 사용자 몰입을 극대화 할 수 있는 장치를 분석하고 이 가운데 청각적인 요소를 집중적으로 활용한 게임 디자인에 대해 소개하고자 한다. 암흑의 공간에서 긴장감을 조성하고 다양한 오브젝트들의 특성을 반영한 사운드를 이용하여 게임월드를 탐험하도록 설계하였고 이를 구현하였다. 본 게임은 사용자 몰입을 위한 게임 설계에 좋은 가이드라인이 될 것으로 기대한다.

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A Study on the Usage Pattern of Auto System and User Recognition in Mobile RPG Game (모바일 RPG 게임에서 오토 시스템 활용 형태와 사용자 인식에 관한 연구)

  • Heo, Chang-Dae;Lee, Jyu-Ri;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.75-78
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    • 2019
  • 본 논문에서는 최근 모바일 RPG 시장의 판도에 영향을 끼치는 매크로(이하 오토 시스템)의 성공 요인과 그 환경적 배경을 연구하여 새로운 게임 경향을 파악하고 그 종류를 크게 3가지로 분류하여 게임의 수익적 관점에서 분석하고자 한다. 또한 그에 따른 유저들의 인식 현황과 플레이 형태를 연구하고 올바른 오토 시스템의 적용 모델과 나아가 바람직한 게임 개발에 대한 방향을 제시한다.

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Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

The Effects of Gambling Game Play on Adolescents' Morality - Focus on the Personal Trait (사행성 게임 이용이 청소년의 도덕성에 미치는 영향 - 개인 내적 요인을 중심으로)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.87-96
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    • 2016
  • The purpose of the study was the defining of gambling game using effect to adolescent's' morality. We conducted the survey on 1,331 students about adolescents' favorite game and made two groups, gambling and non-gambling game, and we checked the effects of game using time with personal psychological and social factors on the morality that was surveyed 6 months later. The study showed gambling game using time showed negative effect the morality but non-gambling game using time didn't show any relationship with morality. This means preferring gambling cause decrease of the morality, not game contents playing. And we proposed the follow-up study through the result.

Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.157-170
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    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

What are Computer Games for Adolescents? (청소년이 인식하는 게임의 의미: 청소년기의 발달적 특징을 고려하여)

  • Kim, Tae-Yeon;Choi, Naya;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.105-120
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    • 2013
  • In this study, we tried to find out various characteristics of adolescents' computer game using out of functionalism. We used in-depth interviews to 18 adolescents to investigate what they think about games and how they use games. Adolescents showed positive perspectives and had mature attitudes to games. Games are leisure activities which can be carried out only after finishing homework, the fiction which is less important than the reality, something that needs proper restriction. Also, peer group strongly affected their game using.