• Title/Summary/Keyword: Game Mechanics

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Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.179-210
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    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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WEAK LAWS OF LARGE NUMBERS FOR WEIGHTED COORDINATEWISE PAIRWISE NQD RANDOM VECTORS IN HILBERT SPACES

  • Le, Dung Van;Ta, Son Cong;Tran, Cuong Manh
    • Journal of the Korean Mathematical Society
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    • v.56 no.2
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    • pp.457-473
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    • 2019
  • In this paper, we investigate weak laws of large numbers for weighted coordinatewise pairwise negative quadrant dependence random vectors in Hilbert spaces in the case that the decay order of tail probability is r for some 0 < r < 2. Moreover, we extend results concerning Pareto-Zipf distributions and St. Petersburg game.

Study of Game Interactive Storytelling Design : Focusing on The Elder Scrolls 5 Skyrim (게임 인터랙티브 스토리텔링 설계에 관한 연구 : The Elder Scrolls 5 Skyrim을 중심으로)

  • Mo, Yu-Tao;Kim, Seok-Kyoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.17-28
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    • 2018
  • In recent years, Sandbox Games have become more and more popular in players, and The Elder Scrolls 5 Skyrim is the magnum opus of this type of game. However, the element of this game's attraction for players, which is why the game is fun to play is worth exploring in the territory of Game Design. In this paper, I will introduce the game The Elder Scrolls 5 Skyrim in detail, listing some of the game's storyline 、 Game Mechanics and analyze them. Researching the advantage and disadvantage viewed from the angle of Game Interactive Design. Finally by analyzing a large number of interactive storytelling cases in the game and the game experience brought to players, I get some universal principles in the game interactive storytelling design level. The research transforms the players' subjective intuition factor into a clear interactive storytelling design pattern, which aims to provide qualitative design criteria and framework for game interactive storytelling design. Then find a universal technique of Game Interactive Design, that is how to design a game interaction system for a sandbox game that will make the game attractive to players. And this may provide some guiding significance for the later Game Interactive Designing.

How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services (게이미피게이션은 어떻게 학생들을 움직이는가: 학습시간 관리서비스 분석을 통한 심리적 반엔트로피와 밈에 관한 연구)

  • Shin, Jongcheon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.27-40
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    • 2017
  • This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.

Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

Stability analysis of the ball after contacting with the earth in the volleyball game: A multi-physics simulation

  • Yang Sun;Yuhan Lin;Yuehong Ma
    • Structural Engineering and Mechanics
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    • v.85 no.6
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    • pp.809-823
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    • 2023
  • In this work, dynamic stability analysis of the ball after contacting with the earth in the volleyball game is presented. Via spherical shell coordinate, the governing equations and general boundary conditions of the ball after contacting with the earth in the volleyball game is studied. Via Comsol multi-physics simulation, some results are presented and a verification between the outcomes is studied. Harmonic differential quadrature method (HDQM) is utilized to solve the dynamic equations with the aid of boundary nodes of the current spherical shell structure. Finally, the results demonstrated that thickness, mass of the ball and internal pressure of the ball alters the frequency response of the structure. One important results of this study is influence of the internal pressure. Higher internal pressure causes lower frequency and hence reduces the stability of the ball.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

Gamification for Environment Education based on The Extended Cooperation (확장협력 기반 환경교육 게이미피케이션)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.37-46
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    • 2017
  • Gamifications offer utilities that may have potential to support convergence to become more engaged on their filed. This paper aims to design and implement gamification for the supporting of environment education based on the extended cooperation. We describe game mechanics, the system architecture, and its MDA model, finalizing with a small conclusion. We also discuss the implications of our work for the gamification that support the identified features and activate environment education. The result will be a framework for designing a gamification system that is suited for environment education. Ease, familiarity, relatedness, comfort, and usefulness were confirmed by the opinion polling. Our prototype has updated by reflecting their views and opinions.

Wave propagation analysis of the ball in the handball's game

  • Yongyong Wang;Qixia Jia;Tingting Deng;Mostafa Habibi;Sanaa Al-Kikani;H. Elhosiny Ali
    • Structural Engineering and Mechanics
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    • v.85 no.6
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    • pp.729-742
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    • 2023
  • It is a recent attraction to the mechanical scientists to investigate state of wave propagation, buckling and vibration in the sport balls to observe the importance of different parameters on the performance of the players and the quality of game. Therefore, in the present study, we aim to investigate the wave propagation in handball game ball in term of mass of the ball and geometrical parameters wit incorporation of the viscoelastic effects of the ball material into account. In this regard, the ball is modeled using thick shell structure and classical elasticity models is utilized to obtain the equation of motion via Hamilton's principle. The displacement field of the ball model is obtained using first order shear deformation theory. The resultant equations are solved with the aid of generalized differential quadrature method. The results show that mass of the ball and viscoelastic coefficient have considerable influence on the state of wave propagation in the ball shell structure.