• Title/Summary/Keyword: Experience Games

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A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

The Study on the Effect of Casino Tourism Policy : Focused on the Casino Tourists Service in Macau Area1

  • CHOI, Youngsoo;KIM, Chansoon
    • East Asian Journal of Business Economics (EAJBE)
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    • v.8 no.2
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    • pp.43-56
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    • 2020
  • Purpose - This study is regarding customer service environment in casino marketing under a study on the factors affecting casino tourist satisfaction based on casino tourists' various needs. Research design and methodology - The study of casino tourism policy factors is proceeded by interviewing tourists of Macao casino. A total of 220 copies were distributed and 193 copies were collected, but 13 copies were not conceded due to insincere responses, and a total of 180 cases were analyzed for this study. Based on the analysis results, the casino tourism policy factors were derived through satisfaction level of casino tourist service as follows. Results - Firstly, the casino tourist satisfaction is a positive influence on casino visits, so efforts should be made to enhance tourist satisfaction when establishing cultural experience programs and casino marketing strategies. Casino culture for tourist should be matured to develop casino tour. In order to increase the satisfaction level of revisiting casino resorts, various cultural products such as clean environment should be developed to enhance the satisfaction level of casino visitors in the future. Secondly, a positive impact of cultural, experiential visits and psychological motivations affect to tourists' psychological stability through cultural experiences as well as casino games. Thirdly, casino tourist satisfaction has been shown to provide a positive impact on behavior intention. Conclusions - Based on the results of this research, the marketing of casino tour is to identify tourists' needs and increase satisfaction.

The correlation between the study of fusion and Game Development (학문의 융합과 게임개발간의 상관관계)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.651-657
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    • 2015
  • The game engineering is a fusion study that combines exquisite variety of fusion science and engineering. We presents the relationship between multi-disciplinary fusion and game development with the game developer's perspective when developing games. Humanities and sociological knowledge and experience with the developers has significant os impacts to refine the ideas on the game. This paper would present the process of the game design, story making based on the planned operation and the communication as between the team members for efficient operation through the process of creating the actual game, it will show the final version of the game. At the same time, it will research for the relationship between a number of studies for each process.

The Influences of Family, School and Community Variables on Students' Internet Behavior Problems (가족, 학교 및 지역사회 관련요인이 남녀 청소년의 인터넷관련 문제행동에 미치는 영향)

  • Kim, Young-Hee;Seo, Jeong-A
    • The Korean Journal of Community Living Science
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    • v.18 no.1
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    • pp.63-70
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    • 2007
  • The purpose of this study is to find out how family, school and community variables influence internet behavior problems in adolescents. By focusing on sex differences, this study analyzes female as well as male behavior problems. The data used in this study are gathered from 1,046 middle and high school students in a national sampling. The results are as follows. Internet addiction is the most frequently occurring problem. A chi-square test shows that male students have higher experience rates than female students in obscene chatting and violent games. A series of logistic regressions are performed to blow the relative influence of independent variables controlling for each other. In the case of male students' internet behavior problems, region, communications with their parents, interactions with their close friends, and satisfaction with community facilities are significant variables. Interactions with friends are significant in predicting behavior problems of both female and male students. Suggestions and implications with regard to intervention strategies for adolescents are discussed.

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A Study on an Adolescent Experience of Children from International Marriage in Rural Area (농촌국제결혼가정 자녀의 청소년기 경험에 관한 연구)

  • Kweon, Hae-Soo
    • Journal of Agricultural Extension & Community Development
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    • v.18 no.1
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    • pp.35-72
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    • 2011
  • Study on children from international marriage so far has been conducted focusing on the school-aged children, and it uniformly presents those children as a mere being with problem, overlooking regional variables of rural area. Hence, this study aims to seek various means of adaptation of children from international marriage by considering both variables rural area and adolescence. For this study, six children from international marriage living in the rural area of H county in Jeonlanamdo were chosen, in-dept interview were conducted, and Giorgi(1985) was used to analyze qualitative data. The results shows that these adolescences appear to have extensive experiences in the areas of learning, personal relationship, home and identity. Level of academic achievement was influenced by what school they attend to, and personal relationship aspect was affected by prejudice and discriminative perception from people around them. In addition, in home environment, hatred toward father, sympathy for mother, comparison with mothers who have great cultural adaptation skills, and pressure as the firstborn appear to be on the increase. Adolescent children tend to be addicted to internet games in order to escape from anxiety, experiencing identity crisis. They tend to be negative about international marriage of their parents, and exhibit behaviors refusing values and religious view of their parents. At the conclusion, limitation of the study and suggestion for further study are presented.

Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

Structualized Process Research of Efficiency in Background Concept Art Production (게임 배경 원화 제작의 효율성을 위한 구조화 된 제작 프로세스 연구)

  • Kim, Ju-Min;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.3-12
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    • 2020
  • This paper proposes a structure based on a production method of concept art focused on the player's experience through a module by using the game aesthetics of the MDA framework. And also a partially automated process established in concept art production by using the 'Adobe Color image color extraction' as a tool in the work production process. This paper proposed a work process of not just a personal expression but a systematic molding expression to use, and this could see as the various possibilities of game concept art productions.

The manipulability of games in aspect of the button controlling complexity and fun : focusing on the adventure game (버튼 조작의 복잡성과 재미 측면에서의 게임 조작성 : 어드벤처 게임을 중심으로)

  • Son, Yeong-Lim;Ryoo, Han Young
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.51-62
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    • 2017
  • Game is an activity for the tension, joy and fun. Playing the manipulative button for the game, gamers have unique experience for various ways to use the button. In this study, separating the manipulability of game into the complexity and the fun of button controlling, we tried to discuss the implication about the manipulability of game for the manipulability type to use the objects in adventure game. Namely, either complicated or simple, game has fun feature and needs to design the button controlling in consideration of action characteristics.