• Title/Summary/Keyword: Digital game classification

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Subjectivity Study for Digital Game Players: Based on Game Classification Factors (디지털 게임 플레이어의 주관성 연구: 게임 분류 속성을 중심으로)

  • Lee, Hyejung;Min, Aehong
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.275-287
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    • 2019
  • As game players have been more diverse and new features of digital games have been emerged in recent days, it is important to find out and understand how recent game players recognize and classify digital games. Thirty game players conducted Q-analysis of twenty-nine Q-statements extracted from previous studies on game typology. By using a QUANL program, three different types were revealed. For game classification, 'Physical Environment Centric Players' type highly values external game elements from the outside perspectives. 'Contents Centric Players' type considers internal game elements as the most important criterion. 'Emotional Experience Centric Players' type values his/her subjective feeling and thoughts. Based on this study, it is expected to make a contribution in developing a framework of game players with their perspectives on game classification.

A Study of Age Rating Criteria for Outdoor Augmented Reality Game (실외형 증강현실 게임의 등급분류기준에 관한 연구)

  • Kang, Ju-young;Lee, Hwan-soo
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.439-447
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    • 2016
  • Interest in Augmented Reality (AR) game $Pok{\acute{e}}mon$ GO is getting heightened. However, based on its characteristic, various direct and indirect problems are highlighted, thus increasing concerns. Although the game is not formally released domestically, there are limits in national game classification to apply on such outdoor Augmented Reality game. This paper will examine the problematic cases regarding Pokemon GO and analyze internal and external game classification system to discuss safe gaming measures for domestic users. In result of examining cases, need for adding 'physical danger' in current game classification system for user's safety was shown. As the government's game regulation is being eased, appearance of a variety of games using Augmented Reality technology in near future is predicable. Therefore it is important to prepare improvement of game classification system as a pre-safety measure, and it is expected to bring positive effect on game usage and industrial growth through safe game usage.

A Classification Method for Item-based Online Game (온라인 게임 아이템 기반 분류법)

  • Hwang, Shin-Hee;Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.419-424
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    • 2007
  • Recently, additional value of games has been started to increase by revitalization of the game market. Especially, Because of the creation of the new trend that is item trade especially in online game, Item trade is as a easy and essential way as item trade can be created. However, compared to other planning factors, occupied weight of item is not as much as expected in exploiting a game. For this reason, we emphasize the importance of game item by giving the opportunity that increases the additional value with raising satisfaction of game through item-based study, plus suggesting new classification.

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A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

A Study on Preferences about Play, Laughing Activity, Digital Game in Elementary School Students (초등학생들의 놀이, 웃음활동, 디지털 게임의 선호도 실태 고찰)

  • Bae, Jin-Soon
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.7-18
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    • 2016
  • This study was conducted to construct a program combining play and laughing activities with personality education. Self-recorded questionnaire was administered to investigate popularity of play(playing rules area, traditional play area, board game area), the laughing activity, digital games preference among 5th and 6th grade students. Most popular activities was board game area, followed by rule play area, traditional play area, and laughing activity in order. Group play among the rule play area, and Yutnory among traditional play, and digital games among board games were most preferred. This study suggest primitive classification and characterization of play and activities among senior elementary students. Further study for define classification of other eligible play and activities may be encouraged to establis high quality play and activity programs among elementary school students.

Hierarchy analysis of computationally proposed 100 cases of new digital games based on the expected marketability (컴퓨테이셔널 방법론에 따라 제안된 100가지 미개발 게임 유형들에 대한 기대 시장성 기준의 위계 분석)

  • Kim, Ikhwan
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.133-142
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    • 2019
  • In this study, 100 types of computationally proposed digital games were analyzed based on the expected marketability. The game classification methodology with five classification criteria proposed by Kim (2017) and the elimination method leveraged by the Decision Tree have been adopted as the methodology of the study. As a result, digital games could be classified into three groups. With the result, designers in the field will be able to leverage computational design methodology to develop a new type of digital game more efficiently by following the proposed hierarchy.

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.3-14
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    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

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A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

Virtual Landscape Classification Standards and Representative Spatial Types in Digital Games (디지털 게임 내 가상경관 분류 기준 확립 및 대표 유형 산출)

  • Kim, IkHwan;Lee, Injung;Lee, Ji-Hyun
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.19-28
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    • 2016
  • Digital games are generating various types of virtual landscape and the importance of virtual landscape has been arises. However, there has not been any research done how to design the virtual landscape. To establish virtual landscape design methodology, establishing the classification system and suggesting the representative type of virtual landscape is needed. With this research, I collected the classification standard and established five standards; story, cooperation, interaction level, dimensions and shape of the space. With that system, I classified digital game and could prove the effectiveness. Also by classifying cases through 20 years of timeline, I could come out with three representative types. This result will work as a reference to the future research; establishing design methodology on virtual landscape.

Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1469-1474
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    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.