• Title/Summary/Keyword: Design-game

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A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

Research on Design Methods about Game Contents based on Head Mounted Device(HMD) (HMD 기반 게임 콘텐츠의 기획 방법론 제안)

  • Kim, Do Hyung;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.23-36
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    • 2016
  • The industry of virtual reality has received huge attention again after releasing the advanced Head Mounted display Devices, such as, the Oculus Rift VR, Samsung Gear VR, and PlayStation VR. However, almost VR contents studios concentrating on the only visual stimulus, before getting the diversity of genre. We found that the reasons of this phenomenon were lacking of enough time for profound studies, developments, and seeking resources. Therefore, this research suggests that the designing method about VR contents through the game resource, as a structure of story, which can handle the visual flow and the psychological commitments, to improves VR industry. Also we established the theoretical base of various VR contents planning and producing for game designers.

Design Evaluation of Parent-child Interactive Game Furniture Based on AHP-TOPSIS Method (AHP-TOPSIS 방법에 기초한 부모-자식 인터랙티브 게임 가구의 설계 평가)

  • Wang, Jiaqi;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.235-248
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    • 2022
  • Through the research on the design evaluation index of parent-child interactive game furniture, it is convenient for designers to quantitatively analyze the design advantages and disadvantages of related products, which is of positive help to control and improve the design quality. Combined with AHP and TOPSIS, this study proposes the evaluation model of three design criteria and 26 design indexes. After expert scoring, calculation, and consistency test of each index, the weight value of each design index is obtained, and the index is classified according to the importance of each index. Finally, eight essential indicators, eleven secondary indicators, and seven general indicators are classified. A case study was conducted with TOPSIS, and the design samples of three parent-child climbing game furniture were analyzed. Finally, the three samples' relative proximity was 0.505, 0281, and 0.640, respectively. The research shows that the AHP-TOPSIS method can scientifically and effectively sort and screen the advantages and disadvantages of design schemes and provide a reference for the research and development of related products.

Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.62-69
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    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

A Study on the changes the electronic game by the times (전자게임의 시대별 변천과정에 관한 연구)

  • 은광하;이동연
    • Archives of design research
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    • v.15 no.1
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    • pp.327-338
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    • 2002
  • Nowadays, in accordance with our information-oriented society, industries based on digital Technology have been quickly developing all over the world. This industryhas been playing an important role in improving the quality of peoples'lives so far and will continue to do so, both culturally and socially through industrial and economic aspects. Particularly, the electronic game, on e of the representatives, is providing an intensive value-added segment to the entertainment industry. Games are deeply rooted in people's lives and have a big influence on the industry, society and culture, even our life styles. Consequently, this study is investigating change the electronic game by the times and analyzing the game entity. It is based on the research and analysis of the transition of electronic games in each era. From now on, we will look forward, using previous material in an attempt to forecast the right direction of electronic game design in the future.

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Design and Implementation of Typing Game for the Disabled (장애인을 위한 타자게임 설계 및 구현)

  • Seo, Jeong-Man;Song, Hae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.55-62
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    • 2013
  • This paper deals with the design and implementation of a typing game especially for the disabled people such as children, the elderly, and the handicapped persons on hands. In order to increase the typing capability of such users the game is designed to increase the score whenever they correctly enter the words that appear randomly on the screen. Moreover it is devised to arose the interest by making them follow closer to bugs and insects running ahead when they type correctly many words as possible within a given time limit to eliminate the bugs at the collision; otherwise the distance becomes farther when they enter misspelled words. This functionality can develop the intellectual strength of the users. This typing game helps the disabled increase their typing capability, memorize the character key position, and feel emotionally good with excitement.

A Game Design for IoT environment (IoT 환경을 위한 게임 기획)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.133-138
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the game planning method in IoT environment. In order to achieve this purpose, first, introduce the IoT technologies. Second, propose a game design elements and considerations in IoT environments. It can help for game developers by using IoT technologies.