• Title/Summary/Keyword: Game Checklist

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The Design and Development of On-line Game Characteristic Evaluation System by a Heuristic Evaluation Item (사용성(Heuristics) 평가 항목을 통한 온라인 게임성 평가 시스템 설계 및 구현)

  • Kang, Ki-Ho;Choi, Hwan-Eon;Jung, Chool-Gon;Hong, Soo-Bong
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.63-74
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    • 2009
  • This paper mainly focused on research developing online game characteristic evaluation system based on game characteristic evaluation model design. Online game characteristic evaluation system is a system that evaluates game online in real-time using evaluation elements defined by model design. Game characteristic evaluation system uses heuristic evaluation method, which is used to execute evaluation in four parts, technical element, manage element, social element, and competitive element. To verify objectivity and validity of game characteristic evaluation, assessment was performed by three groups of beginners, intermediates, and professionals to increase the trust. And game characteristic evaluation forum was hosted to collect opinion from diverse classes.

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A Study on the Checklist of Emotional Evaluation for MMORPG (MMORPG의 감성평가 체크리스트에 관한 연구)

  • Park, Sang-Jin;Kwak, Hoon-Sung;Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.217-224
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    • 2006
  • As the online game which is possible of large-scale multiple access enjoys popularity, the number of development by many online game manufacturers came to increase exponentially. But, the reason why the qualitative expansion pace cannot follow the pace of the quantitative expansion on games is that most of them are paltry enterprises except the leading enterprises which are occupying few competitive advantages, so there is no well-established production procedure, and accurate test before the launch isn't accompanied. Therefore, it doesn't cope flexibly to the expectable results. Now, important function is not embodied through the game feature checking stage of the same feature or is under the situation being used in finding out the fatal error of the specific parts. To this, this study collects the emotional vocabulary in the games to suggest the evaluation system that can evaluate the emotion the user feels while playing the game with the usage of the evaluation system that is leaned toward the existing usage evaluation system, and through factor analysis, we classify them into interactivity, interface and information factors and suggest the emotion evaluation system while designing the evaluation questions according to it.

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QA Process of the Game Development Projects at the College (대학의 게임개발 프로젝트의 QA 절차)

  • Hwang, Su-Jin;Bang, Seo-Hee;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.493-494
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    • 2014
  • 본 논문에서는 2014년도 청강문화산업대학교 게임전공에서 진행된 졸업 작품의 QA 절차에 대해 서술 되어 있다. 졸업 작품이 기획될 때부터 기획서나 관련 문서들을 분석하여 QA가 어떻게 진행되었는지에 대한 내용과 QA를 진행한 결과에 대한 분석이 포함되어있다. QA가 진행된 게임은 Unity 3D 엔진으로 개발된 '안드로메다'팀의 1Hour 과 야근컴퍼니'팀의 Epi&Sode, '개미즈'팀의 DeadLine 이며 QA에 사용된 기법은 '체크리스트(check lists)라는 기법을 이용하였다.

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Preschoolers' Inclination Toward Internet-game Addictive Based on Aggression and Social Skills, Maternal Management Strategies for Peer Relations and Parenting Behaviors (유아의 인터넷 게임 중독 경향성에 따른 유아의 공격성과 사회적 기술, 어머니의 또래관계 관리전략과 양육행동의 차이)

  • Chung, Jee-Nha;Kim, Jihyun
    • Korean Journal of Human Ecology
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    • v.21 no.6
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    • pp.1029-1042
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    • 2012
  • The purpose of this study was to explore relationships between preschooler's aggression and social skills, maternal management strategies of peer relations and parenting behaviors and preschoolers' internet-game addictive inclination. Participants included seventy-seven (77) 5 to 6-year-old preschoolers (44 boys, 33 girls) and their mothers. The Aggressive Behavior Scale (Lee & Choi, 2001), the Social Skill Rating Scale (Suh, 2004), the Maternal Parenting Behaviors Scale (Rhu & Lee, 2007) and the Parental Involvement Checklist (Park, 2001) were used in this study. The Internet Game Addiction Scale (Korea Agency for Digital Opportunity and Promotion, 2006) was used to identify higher and lower addictive level of internet-game inclination. Collected data were analyzed by descriptive statistics and t-test. Major findings revealed that preschooler's social skills, maternal management strategies of peer relations and parenting behaviors showed a predictable correlation to preschooler's internet-game addictive inclination.

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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COMPUTER GAME PLAYING PATTERNS, PARENTAL REARING PATTERNS AND INDIVIDUAL PSYCHOPATHOLOGY IN ADOLESCENTS (청소년의 컴퓨터게임 이용실태, 부모양육방식, 개인의 정신병리)

  • Ryu, Jeoung-Whan;Kim, Young-Mi;Jeong, Hong-Kyung;Jo, A-Ra;Lee, Jung-Ho;Choi, Young-Min;Lee, Gi-Chul;Jeon, Seong-Ill
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.27-41
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    • 2000
  • Objects:This study was designed for studying of current Korean adolescents computer game playing habits and exploring associations with parental rearing patterns and individual psychopathology. Methods:One hundred twenty four adolescents(age 13-15) who reside in urban area completed self-report questionnaires containing Questionnaires designed by authors, Symptom Checklist-90-Revision of Korean Version(SCL-90-R) and Parental Bonding Instrument(PBI). Results:1) Computer game playing appears to be one of the social and leisure phenomena in these days. Although Adolescents spend a lot of times on computer game, Many of them perceive not problematic. 2) Compared with females, Male play computer games more regularly, more longer, spent more times in gamebang. 3) There was positive relationship between anxiety subscale in SCL-90-R and detrimental effects of computer game. 4) There was positive relationship between game frequency and maternal overprotection. 5) The main reasons for playing are 'for an avoidance of stressful life events', academic burden was the most troublesome issues in korean adolescents. 6) Many adolescents use gamebang as a social place, but they thought that gamebang is not good places to have a good time. Conclusion:This papers shows that computer game playing is a popular social leisure activity in Korean adolescents. And, Most of korean adolescents reported that they are suffered from pressure of academic achievements. They use computer game mainly by means of relieving academic pressures. In a heavy game users who have many conflicts with parents, teacher and who has frequent truancy and social withdrawal show significant anxiety. Maternal overprotection was observed in heavy game users. Authors recommended that clinicians should be careful in examining heavy computer game behaviors. Both underlying affective states and environmental influences, including family situations should be vicariously examined.

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A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School (중학교 "환경" 교과의 교수.학습 및 평가 방법 연구)

  • 남상준
    • Hwankyungkyoyuk
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    • v.7 no.1
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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