• 제목/요약/키워드: Game Needs

검색결과 233건 처리시간 0.028초

버튼 조작의 복잡성과 재미 측면에서의 게임 조작성 : 어드벤처 게임을 중심으로 (The manipulability of games in aspect of the button controlling complexity and fun : focusing on the adventure game)

  • 손영림;류한영
    • 한국게임학회 논문지
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    • 제17권1호
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    • pp.51-62
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    • 2017
  • 게임은 긴장, 즐거움, 재미를 위한 움직임이다. 게임 사용자는 게임을 위한 조작 장치인 버튼을 가지고 놀며, 버튼을 움직이는 다양한 방식에 대한 독특한 경험을 한다. 본 연구에서는 게임의 조작성을 버튼 조작의 복잡성과 버튼 조작의 재미로 분해해 어드벤처 게임에서 사물을 사용하는 조작 방식을 대상으로 게임의 조작성에 대한 함의를 논의했다. 즉, 게임은 복잡해도 재미있고, 단순해도 재미있는 특성이 있으며, 행동 특성을 고려해 버튼 조작을 디자인 할 필요가 있다.

모바일 게임의 이벤트 연출을 위한 Tool 개발 (A Development of a Tool for Event Direction in Mobile Game)

  • 노해선;이대웅
    • 한국게임학회 논문지
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    • 제11권1호
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    • pp.37-46
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    • 2011
  • 고성능 피처폰과 스마트폰이 등장함에 따라 모바일 게임의 규모와 개발 인원이 급속도로 증가하고 있다. 이런 이유들로 인해 모바일 게임의 개발 프로세스는 변하고 있다. 효율적인 프로그램 개발을 위한 툴은 전 세계적으로 개발되었지만, 이벤트 연출을 위한 툴에 대한 연구는 미비한 상태이다. 이벤트 연출에서 기획자는 프로그래머보다 더 중요한 역할을 한다. 본 논문에서는 기획자를 위한 모바일 게임 이벤트 연출 툴을 개발하고 개발된 툴의 효용성과 유용성을 테스트하기 위해 상용화 모바일 게임들의 이벤트를 작성하였다. 그 결과 개발 기간이 15%정도 단축되었다.

온라인 게임 서비스품질이 고객만족도와 충성도에 미치는 영향분석 (Effects of Online Game Service Quality on Customer Satisfaction and Loyalty)

  • 김현종;이충수
    • 디지털융복합연구
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    • 제7권3호
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    • pp.123-135
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    • 2009
  • The considerable progress of IT industry has changed the industrial structure and lifestyle of our society. One of the remarkable fields of IT industry is online game industry. It showed rapid growth for the past decade. But in recent years online game industry faced with the limit of its growth for a number of reasons. To overcome such situation, online game companies should improve functions of game and analyze their customer's needs for sustainable growth through increasing customer satisfaction and loyalty. The purpose of the study is to investigate and evaluate the factors of online game service quality and the relation of customer satisfaction and loyalty. SPSS 14.0 and AMOS 7.0 are used for experimental research. Through reliability and validity test, service quality factors influencing the customer satisfaction are appeared to be 5 latent variables(reliability, responsiveness, assurance, empathy, tangibles). In addition, by structural equation model and covariance structural model, the result showed that empathy is the most influenced factor to customer satisfaction and customer satisfaction has positive effect on customer loyalty. The results of this research have important implications for explaining an mechanism for service quality of online game, customer satisfaction and loyalty and they might provide operational guidelines to the online game service company.

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트레이딩 카드 게임 조사 및 동물을 주제로 한 트레이딩 카드 게임 '전설의 조련사' 제안 (The research of Trading card game and proposal of Trading card game "Legend of the animal trainer")

  • 이현흠;유석호;경병표;이동열
    • 디지털융복합연구
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    • 제12권11호
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    • pp.557-564
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    • 2014
  • 일반적으로 보드게임은 하나의 보드게임카드만 있으면 게임을 할 수 있지만 최근 들어 새로운 게임방식인 트레이딩 카드 게임 (영문 이름 : Trading card game, 약칭TCG)이 많은 유저들로부터 인기를 누리고 있다. 트레이딩 카드 게임은 카드를 유저가 직접 특수 제작할 수 있고 또한 게임시 다양한 조합전술이 가능해 현재 최고의 인기를 자랑하고 있다. 그 중 몇 가지게임은 지금까지도 그 인기가 식지 않고 있고 또한 앞으로도 그 인기가 지속될 전망이다.

게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로 (Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction)

  • 김영범;이상호
    • 한국융합학회논문지
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    • 제11권1호
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    • pp.131-139
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    • 2020
  • 게이머들은 현재 게임이 재미에 싫증을 느끼거나 더 재미있는 새로운 게임을 만나면 이로 전환한다. 소비자의 게임 전환 비용은 개인에 따라 다양하며 자신들의 현재 게임에 대해 만족하는 정도에 영향을 받는다. 이 연구는 현재 게임에 대한 만족 정도를 자기 결정 이론에서의 세 가지 차원의 욕구 충족 정도로 측정하며 이들이 각각 학습(learning), 연속(continuity), 그리고 매몰(sunk) 전환 비용에 어떻게 영향을 미치는 지를 분석한다. 국내 모바일 게임 사용자를 대상으로 한 설문 조사의 분석 결과, 게임 이용자들의 자율성과 관계성 충족은 학습 비용에 양의 영향을 미치고 효능성 충족은 음의 영향을 미친다. 이러한 욕구 충족과 인지적 전환 비용의 관계는 게이머의 연령과 선호하는 게임 장르에 따라서 달리 나타나며 이러한 결과를 이용함으로써 게이머들의 다양한 전환 행동을 이해할 수 있다.

A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • 제8권2호
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • 제10권2호
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • 대한화학회지
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    • 제62권2호
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    • pp.159-165
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    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

소설 및 게임의 트랜스미디어에서 시각적 요소 분석 - 원작 "주선"의 세계관과 캐릭터를 중심으로 - (Analysis of Visual Elements in Transmedia of Novels and Games - Focus on the Worldview and Characters of the original "Zhu Xian" -)

  • 서위영;김치용
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.353-362
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    • 2022
  • In the era of transmedia, it has become normalized to use different media for the same content. The paper of this research is, in such a transmedia era, in order to meet the needs of the public, what elements should be considered when adapting a novel into a game. The study takes the novel "Zhu Xian" and its game adaptation "Zhu Xian Hand Tour" as the research object, focusing on the worldview and characters, analyzing the elements needed for the adaptation, and uses a questionnaire to understand players' satisfaction with the elements of the adaptation. The results show that the audience satisfaction of the worldview and character visualization elements in the adaptation of "The Zhu Xian Hand Tour" is high, but the basic information and appearance elements in the ethnic composition of the worldview and the character visualization elements need to be modified. The study can provide a design suggestion for game planners and designers.

프랜차이즈 피씨방 점포선택속성이 점포선택행동에 미치는 영향 (A Study on the Influence of Franchise PC Game Rooms Store Attributes on Store Selection Behavior)

  • 성백순
    • 디지털산업정보학회논문지
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    • 제11권3호
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    • pp.231-240
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    • 2015
  • This study empirically analyzed the relationship between the franchise pc game rooms selection behavior and revisit, recommendations. Select Properties from the franchise pc game rooms store is ease of access, computer specifications, pleasant environment, brand power and pricing strategy. Korean franchise industry is in spite of the short history of just over 30 years growing very fast. Especially pc game rooms store is 14,782 in 2012 years, pc game rooms store is operated by franchise form 10.6%, 87.9% operated by private, co-operation was confirmed at 1.5%. Conclusions are as follows. First, factors that significantly affect the degree of revisit has been identified as computer specifications, pleasant environment, brand power. Second, the recommendation is an important factor of the computer specifications, brand power, pricing strategy. Finally, franchise pc game rooms successful strategy has excellent computer's specifications, it needs a promotion strategy to attract pc game tournaments to be notified of brand power. We can also see that running is an important factor in a pleasant environment and a flexible pricing strategy.