• Title/Summary/Keyword: Game Elements

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A Study on the Characteristics of Game Space from a Place-Based Perspective (게임 공간의 장소적 특성 연구)

  • Jung, Naun;Lee, Seungje;Lee, Byungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.67-82
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    • 2019
  • Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.

A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

A Study on the Converged Difficulty Rewards of Action Game (액션게임의 융합적 난이도보상에 관한 연구)

  • Li, Xin Yu;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.933-941
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    • 2021
  • When people enjoy something, they want to be repeated and focus on actions that are rewarded. The same applies to games. The purpose of this study is to ensure that the game continues to enjoy itself over and over again. Based on the artificial reward of the game, two reward methods of the game are studied. It finds Converged Difficulty Reward elements of action game through Confirmatory factor analysis in AMOS.

A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1677-1684
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    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.

A study on the Effect of Surface Processing and Expression Elements of Game Characters on the Uncanny Valley Phenomenon (게임 캐릭터의 표면처리와 표현요소가 Uncanny Valley 현상에 미치는 영향에 관한 연구)

  • Yin, Shuo Han;Kwon, Mahn Woo;Hwang, Mi Kyung
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.964-972
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    • 2022
  • The Uncanny Valley phenomenon has already been deemed as theoretical, and the characteristics of game character expression elements for the Uncanny Valley phenomenon were recognized through case analysis as well. By theoretical consideration and case studies, it was found out that the influential elements of the Uncanny Valley phenomenon can be classified as two primary factors: character surface treatment and facial expression animation. The prepared experimental materials and adjectives were measured to be Five-Point Likert Scale. The measured results were evaluated for both influence and comparative analysis through essential statistical analysis and Repeated Measuring ANOVA in SPSS. The conclusions which were drawn from this research are as follows: The surface treatment of characters did not substantially affect the Uncanny Valley phenomenon. Instead, character's expression animation had a significant impact on the Uncanny Valley phenomenon, which also led to another conclusion that the facial expression animation had an overall deeper impact on Uncanny Valley phenomenon compared with character's surface treatment. It was the unnatural facial expression animation that controlled all of the independent variables and also caused the Uncanny Valley phenomenon. In order for game characters to evade the Uncanny Valley phenomenon and enhance game immersion, the facial expression animation of the character must be done spontaneously.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

A case study of education game - In the case of Jumbini 2 (mountain rescue operations) (교육용게임의 적용 사례 분석 - 줌비니2(산악구출작전)을 중심으로)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.459-465
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    • 2013
  • In this study, an educational game named "Jumbini 2: Mountain Rescue Operation" is compared and analyzed as a case of highly effective educational as well as significant popular game. In order to develop effective game software for education, stories and structure elements of the game are examined. Significant results are found on aspects of value and effect as an educational game, analyzing based on goal, rule, competition, challenge, fantasy, safety and fun, which are general elements for educational games.

Competitive Advantage Elements in the Global Cloud Game Market (글로벌 클라우드 게임 시장에서의 경쟁우위 요소)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.3-12
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    • 2020
  • The introduction of 5G greatly reduced service traffic speed and capacity problems. In this communication environment, the market demand for cloud games is increasing, and cloud games are considered as a replacement for mobile games in the future. This study explains the changes in the game industry, and the characteristics and market status of cloud games. Next, this study suggests competitive advantage elements for cloud games market. We expect that this study could help make decisions related to policy support for the cloud game market and industry.

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.