• Title/Summary/Keyword: Casual Game

Search Result 44, Processing Time 0.022 seconds

Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.21-32
    • /
    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
    • /
    • v.19 no.1
    • /
    • pp.45-73
    • /
    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

  • PDF

Development of 2D Casual Game for Young Woman (젊은 여성을 위한 2차원 캐주얼 게임 개발)

  • Kim, SeokHun;Kim, Soo Kyun;Lee, Sara;Kim, HyoJoo;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.323-324
    • /
    • 2018
  • 본 논문에서는 UNITY3D 엔진을 사용하여 스마트폰에서 조작할 수 있는 2D 캐주얼 육성 게임을 설계하는 것을 목적으로 한다. UNITY3D 엔진을 사용하는 이유는 소량의 비용으로 멀티 플랫폼을 지원해주고, 한가지의 소스코드를 이용하여 다양한 플랫폼에서 사용할 수 있기 때문이다. 본 논문의 특징으로는 기존에 있는 육성게임에 캐주얼 게임을 더해 미니게임을 넣어서 장르간의 융합을 이루었고, 10대 20대의 여성, 반려동물을 좋아하는 사람들을 대상으로 하였고, 손쉬운 조작 방법과 아기자기한 강아지의 모습으로 게임을 설계한다.

  • PDF

Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
    • /
    • v.16 no.4
    • /
    • pp.17-34
    • /
    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.17 no.4
    • /
    • pp.25-40
    • /
    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

Determinants of Effecting Customer Loyalty : Comparison among Korean, Japanese and Chinese Online Game Market (온라인게임 사용자의 충성도에 영향을 미치는 요인에 관한 연구 : 한국, 일본, 중국 온라인게임 시장 비교)

  • Lee, Sang-Chul;Xiang, Jun-Yong;Gu, Ja-Chul;Suh, Yung-Ho
    • Korean Management Science Review
    • /
    • v.23 no.2
    • /
    • pp.41-57
    • /
    • 2006
  • The purposes of this research are to identify causalities among flow and customer loyalty In Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese on-line game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies. The results indicated that significant Path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to Provide the information to their Chinese partner correctly and quickly.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.3
    • /
    • pp.118-126
    • /
    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

Study of Game Level Design Controled by Artificial Emotion (인공감정을 적용한 게임 난이도 조절에 관한 연구)

  • Park, Jun-Hyoung;Hyun, Hye-Jung;Yeo, Ji-Hye;Ko, Il-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2011.01a
    • /
    • pp.181-183
    • /
    • 2011
  • 최근 게임 산업에서는 게임을 인공지능적인 측면으로 접근하는 방식 중 하나로 인공감정을 주목하고 있다. 인공감정은 감정자극과 감정, 그리고 감정의 표현 방식이라는 총 3가지 기본요소로 이루어져 있다. 본 연구에서는 인공감정을 사람들에게 꾸준하게 인지도가 상승하고 있는 캐주얼 게임에 적용시켜 보았다. 캐주얼 게임은 다른 게임들에 비해 게임 속에서 감정을 느낄 수 있는 환경요소가 한정적이고, 표현할 수 있는 감정이 적어 인공감정에 대한 플레이어의 반응을 실험하기에 적합한 게임 장르이다. 본 연구에서는 쉽게 제작 가능한 버튼 클릭 방식의 캐주얼 게임을 만들었다. 그리고 게임에 플레이어의 행동을 통해 감정적 영향을 받는 인공감정이 적용된 게임 에이전트를 제작했다.

  • PDF

Applications of Variable Indexed Colors for Game Development of Mobile Devices (모바일 기기용 게임 개발을 위한 가변 인덱스 컬러 응용)

  • Jung, Jong-Pi;Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.11
    • /
    • pp.49-56
    • /
    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents the new possibility of variable indexed color palettes to overcome the low hardware capacities.

The Metaverse and Video Games: Merging Media to Improve Soft Skills Training

  • Shin, Edward;Kim, Jang Hyun
    • Journal of Internet Computing and Services
    • /
    • v.23 no.1
    • /
    • pp.69-76
    • /
    • 2022
  • Education systems have made efforts to prepare students by providing technical and nontechnical courses. With video games, however, there is the potential to develop dedicated metaverses that can help teach soft skills even during casual pastimes. The research conducted will propose a set of design practices for metaverse and game development to promote soft skills. While there are many soft skills people can acquire, this paper will focus on certain aspects based on specific games and studies. There will be some information collected from the information to support the design model and arguments. This paper will provide developers with a starting point for imaginative game creation and impart users with soft skills to assist in their professions and social life.