• Title/Summary/Keyword: Game Interesting Elements

Search Result 16, Processing Time 0.022 seconds

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.323-329
    • /
    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
    • /
    • v.19 no.3
    • /
    • pp.75-86
    • /
    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.31-44
    • /
    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

  • PDF

A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.5
    • /
    • pp.14-20
    • /
    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.

Design and Implementation of a RPG edugame for Learning of History in Elementary School (초등학교 역사학습을 위한 RPG 에듀게임의 설계 및 구현)

  • Hong, Ki-Cheon;Chin, Sang-Deok
    • Journal of The Korean Association of Information Education
    • /
    • v.10 no.3
    • /
    • pp.327-340
    • /
    • 2006
  • EduGame is suitable to create interesting and self-directed education environment. This paper develops edugame applicable to learning of History centered on Goguryeo history in elementary school. It is named to 'Bukbeol'. The main theme is that we must let elementary students to have a correct understanding about Goguryeo history. It is time to consider that China distorts Goguryeo history. To implement this game we have to consider the interesting elements in contexts and technology in order to overcome the formal combination of education and amusement. Bukbeol is developed with RPG making 2003(RPGツワ一ル2003) made by Enterbrain company in Japan. And this edugame is applied to students to investigate the degree of satisfaction. Results show the possibility for the study of history and necessity of graphic interface.

  • PDF

Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
    • /
    • v.63 no.7
    • /
    • pp.121-133
    • /
    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

The Comparison of the Traditional Boardgames and Their Improvement scheme - Focused on Chinese Chess Game (중외전통보드게임의 비교 및 개선방안 -중국 장기게임을 중심으로)

  • Li, Xuanxin;Lee, Wan-Bok;Kyung, Ryuyung-Pyo;Lee, Dong-Lyeor;Ryu, Seuc-Ho
    • Journal of Digital Convergence
    • /
    • v.11 no.10
    • /
    • pp.669-677
    • /
    • 2013
  • Traditional Chinese Boardgame as the Chinese national traditional culture has experienced thousands of years. But the rules of the game did not change. Since today, the game mainly concentrated in the old age. In recent years also born some Chinese chess improvement scheme, they changed chessboard shape, the user number, chess rules and so on, but did not pop up. This paper is the development of the Chinese chess, improvement plan to do a survey, and with the game interesting elements as the center is analyzed.

A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
    • /
    • v.10 no.2
    • /
    • pp.133-158
    • /
    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

  • PDF

Development of an Algorithm-Based Learning Content for Improve in Creative Problem-Solving Abilities (창의적 문제해결능력 신장을 위한 알고리즘 기반 학습 콘텐츠 개발)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.23 no.1
    • /
    • pp.105-115
    • /
    • 2011
  • Education is focused on how to nurture creative problem-solving skills talent in rapidly changing information society. The algorithm education of computer science is effective in improvement of students' logical thinking and problem solving capability. However, the algorithm education is very difficult to teach in elementary students level. Because it is difficult to understand abstract characteristic of algorithm. Therefore we developed educational contents based on the principle of the algorithm for improve students' logical thinking and problem-solving capability in this study. And educational contents contain interesting elements of the game. So, students will be interested in algorithm learning and participate actively through developed educational contents. Furthermore, students' creative problem-solving capability may improve through algorithm learning.

Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.7
    • /
    • pp.390-401
    • /
    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.