• Title/Summary/Keyword: Experience game

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A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

A fundamental study on game mecanic classification and interpretation-based game analysis methods. (게임메카닉 분류 및 해석 기반 게임분석방법에 관한 기초 연구)

  • Kim, Jae-Beom;Kweon, Yong-Jun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.73-84
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    • 2021
  • In this paper, we propose an analysis method that categorizes the Core that essential behaviors in game, the Primary that solves the game problem, and the Secondary that helps the Core and the Primary. The proposed method can analyze the genre similarity and characteristics of the game, the richness of the content, and the proficiency level of the game. case study were conducted to confirm whether the analysis items were consistent with the objective game experience. The results of this study are expected to be helpful in improving game design ability.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

Optimization lobby UI proposal of Mobile baseball manager game (최적화 로비 UI 제안 - 모바일 야구 매니저 게임을 중심으로 -)

  • Ryu, In-Seok;Kim, Tae-Gyu
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.67-76
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    • 2020
  • This study analyzes the lobby UI of the baseball manager game based on the mobile platform and proposes an optimized lobby UI. The UI layout-based detailed icons and button interactions in the four game lobbies are compared and analyzed by comparing and analyzing the common points and differences to finally calculate the optimized UI composition. Furthermore, based on the analysis, we intend to propose a lobby UI optimized for user-centered design.

Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
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    • v.22 no.2
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    • pp.227-253
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    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Possibility for Gamification based on Alternate Reality Game : Toward Pro-baseball Manager Game (대체현실게임기반의 게임화 가능성 : 프로야구매니저게임을 중심으로)

  • Han, Sang Geun;Song, Seung Keun
    • Smart Media Journal
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    • v.4 no.1
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    • pp.52-57
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    • 2015
  • Currently the gamification as marketing technique has appeared in the field non-related with game, applied to game elements. The alternate reality game pulled down the boundary between the real and the virtual has come out. New trend game has shown beyond the range of the existing game. The possibility has import into online baseball simulation game. The objective of this research is the exploratory approach to build GOMS model through three subjects to the famous pro-baseball manager game. After game playing session, three subjects' utterance with game experience was recorded. We built the goal hierarchy of goal in GOMS to pro-baseball manager game to analyze the vocabulary in three subjects' utterance. We try to find the possibility of gamification in alternate reality game interacting between the real and the virtual, and demolishing them.

Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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A Meta-Analysis on Theme and Methodology of Game Studies in the Fields of Media Studies, Youth Studies, and Psychology (국내 게임 연구의 주제와 방법에 대한 메타 분석: 언론학, 청소년학, 심리학 분야 학술 논문을 중심으로)

  • Lee, Sook-Jung
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.125-134
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    • 2021
  • This study examined the themes and methodologies of 89 game studies published in the fields of media studies, youth studies, and psychology. Youth studies and psychology have mainly covered the theme of game addiction and negative effects. Game research in media studies have covered game use and experience, effects, addiction, regulation, game production, game space, discourse, governmental mechanism, game play as labour, etc. Game research in the fields of youth studies and psychology have mainly relied on surveys and experimental design. Game research in media studies included survey, experimental design, in-depth interviews, participatory observation, data crawling, etc.