• Title/Summary/Keyword: Game Mechanics

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A Survey of Game Mechanics Simulation Methods (게임 메카닉스 시뮬레이션 방법에 관한 조사연구)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.441-450
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    • 2005
  • As game markets are rapidly growing, the cost and period of game development are both increasing. These imply that the game development projects require more professional management of the project. Game mechanics is an algorithm of the gameplay on a specific game-platform. Game mechanics is concentrated on engineering elements of the game and its quality should be continuously managed from the design phase to the implementation phase. In the design phase, useful methods that can analyze the quality of game mechanics are the simulations. There are several simulation methods of the game mechanics but each method has limited use range because of its characteristics. In this Paper, we survey the game mechanics simulation methods and analyze the characteristics of each method. By the analyzed results, the Petri net model simulation method is good for analyzing total quality of no-error, optimization, and play-balance of the game mechanics but others are not.

A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

A Study on Game Mechanics and Dynamics of Survival Game Content (생존 게임 콘텐츠의 게임 메커닉·다이내믹 연구)

  • Kang, Jihye;Jang, Ahyoung;Song, Inhee
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.5-14
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    • 2018
  • Nowadays, game development of new genres continues through convergence among existing genres, and the games of this hybrid-genre are gaining popularity around the world. Following this trend, it is meaningful to analyze the characteristic contents of the existing genre for more effective genre fusion. In this paper, in the genre of survival game, a genre of digital game, we would like to select a representative survival game for analysis of survival content, which is a key goal and core of the game, to identify common and differentiated features. For this purpose, we have studied game mechanics and game dynamic components around the contents of the survival game, based on the MDA framework.

A Study on Pedagogy Researches in Serious Game Design (기능성 게임 설계에서의 교육학적 연구에 대한 고찰)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1259-1265
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    • 2017
  • While there is consensus on the educational potential of serious games, there is still a lack of methodology and tools to support analysis and evaluation as well as design. This paper intends to explore the new methodology or design direction by analyzing pedagogy-related research required for serious games. To do this, we analyzed 4DF(Four Dimensional Framework), GOM(Game Object Model), LM(Learning Mechanics)-GM(Game Mechanics) and a framework for teacher. One of the biggest issues faced by educational games is the inadequate integration of education and game principles. This is due to a variety of factors, including the fact that game designers and educational professionals do not share a common vocabulary or work domain perspective.

Experimental Validation of Butler's MBTI-based Gamification Framework (버틀러의 MBTI기반 게이미피케이션 프레임워크에 대한 실험적 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.17-26
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    • 2016
  • Various tools and studies improving quality of gamification systems have been suggested. Among those tools and studies, Butler suggested the gamification framework, which shows the preference of different game mechanics, applying particular motivational and behavioral tendencies in the Myers-Briggs Type Indicator(MBTI). The purpose of this paper is to validate if the preference of different game mechanics by MBTI personality types proposed by Butler would be existing. This study pointed out the problem of suggested gamification framework from butler through literature survey. Also, this study conducted statistical analyzation and survey to prove correlation between MBTI personality types and game mechanics. Through an experiment and analysis, this study proved that there is no correlation between MBTI personality types and preference of different game mechanics. The designer of gamification systems should consider that it is not effective to apply differential game mechanics by MBTI personality types. If need to design a gamification system, designer must consider game mechanics's characteristics in applied environmental condition.

A Study on the Priority of Game Design Components by Genres (장르별 게임 디자인 구성요소의 우선순위에 대한 연구)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.63-74
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    • 2021
  • The format of game play varies depending on the priority of game design components by genre. In this study, in order to quantitatively derive the priority of game design components by genre, 6 game design components and 6 genres were extracted through prior research on game design components and genres, and then the research model was designed, and priorities were derived through AHP. Feedback system in action games, story in adventure games, mechanics in role-playing games, mechanics in simulation games, feedback system in table games, and mechanics in puzzle games were highly prioritized.

A Proposal of Gamification Design Elements to prevent Game and Digital Addiction (게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.95-108
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    • 2019
  • The purpose of this study is to suggest ways to design gamification to improve the game and digital addiction. For the study, 782 of gmaification cases were collected and game mechanics and fun experience were analyzed by 4F process which is to design the effective gamification. To find the specific pattern, apriori algorithm, which is to find associated rules in transaction is applied to the 782 cases. According to the results, 63 of game mechanics associated rules are found. In the fun experience, 37 of associated rules are found. Based on the result, this study suggest the direction of gamification design for game and digital addiction improvement.

Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.157-170
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    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

An Object-oriented Design Method of Game System for Game Designers (기획자를 위한 객체지향적 게임시스템 기획 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.17-26
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    • 2016
  • In the domestic game development field, game system planning is the work that game designers design the gameplay mechanics system to satisfy the game concepts in the perspective of creative design by data structural methods. But the programmers work to design the game system based on the results of the game system planning in the perspective of engineering design by object-oriented methods. This work process is a high risky way for high occurring probability of communication errors between the game designers and programmers, and mismatching errors in their work results. In this study, we propose an object-oriented design method of game system for the game designers in order to resolve this problem. The proposed method is a customized one of GRAPPLE object-oriented SW development guidelines to suit the game system planning. To investigate the effectiveness of the proposed planning method for the game designers, we carried out a survey targeting 10 game system designers working in the domestic game industry. The survey results show that the necessity and effectiveness of the proposed method is "a little over" for almost the game designers.