• Title/Summary/Keyword: Game Quality

Search Result 434, Processing Time 0.027 seconds

An Efficient Interruption Handling for 3D Games based on Android Platform

  • Viet, Doan Quang;Choi, Chang Yeol
    • International Journal of Contents
    • /
    • v.8 no.4
    • /
    • pp.42-49
    • /
    • 2012
  • Recently the unprecedented progress of Android platform and Google Play has brought more opportunities for individual mobile game developers. When playing an Android 3D game, users can accidentally hit HOME Key or BACK Key or receive an incoming message. Subsequently, another screen will appear on top and make the game application lose focus, or the operating system pause that game. These interruption events may also lead to the loss of game information or the game runs out of user control if that game cannot catch interruption events itself and resume at the exact time. As same as other mobile platforms, Android platform also provides Activity Lifecycle methods to help the game application control interruption problems. However, these methods are not adequate to solve all the interruption events. By implementing ANDCube game, we examine most of the possible interruption cases and propose some solutions to help Android game developers avoid some common interruption cases. Concurrently, we show the ways how a game application can catch all unavoidable interruption events and effectively resume from interruption to obtain a high quality game.

Case study: Improvement of Purchase Conversion Rate in Mobile Game Site using Six Sigma Process (6시그마 프로세스를 활용한 모바일 게임 사이트의 구매 전환율 향상에 관한 사례연구)

  • Kim, Yong-Soo
    • Journal of Korean Society for Quality Management
    • /
    • v.37 no.3
    • /
    • pp.74-82
    • /
    • 2009
  • This article presents a six sigma project for improving purchase conversion rate in mobile game site. The project was carried out based on DMAIC process. First, a defect rate is defined as low purchase conversion rate. In addition, 60-days purchase data was analyzed and it is shown that the defects level was 2.48 sigma level. In this study, in order to raise the sigma level, six personalization services were used in the mobile game site. Six factors were determined based on FDPM(Functional Deployment Process Map), fishbone chart, linear regression analysis, effort-performance matrix, and so on. The sigma level of defects has improved from 2.48 to 2.93.

Diffusion Model을 활용한 온라인 게임 간 수요 확산패턴 연구

  • Choe, Jeong-Uk
    • Proceedings of the Korean Society for Quality Management Conference
    • /
    • 2006.11a
    • /
    • pp.17-22
    • /
    • 2006
  • Online game industry is one of the most value added industry and continues to grow rapidly nowadays. This paper classifies the diffusion patterns of online games according to online game genre, estimates coefficients of innovation and imitation using Bass model, extracts the Bass-based adoption life cycle model which reflects the properties of each game, and then analyzes the diffusion pattern of each game. Through the research on the diffusion pattern of online games, if we can identify the characteristics of changing market and consumers in accordance with the product life cycle, we will provide the implications to the marketing strategy, which have to change at every stage of adoption life cycle, not to mention to investment plan.

  • PDF

A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.4 no.2
    • /
    • pp.13-20
    • /
    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

  • PDF

A Study on the Fun Factors to Improve Game Quality (게임 품질 향상을 위한 재미요소에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.65-68
    • /
    • 2020
  • 최근 코로나19 영향이 가장 컸던 2020년 1분기 동안 전세계 모바일 게임은 전년 동기 대비 약 18% 증가한 약 123억 건이 다운로드 됐으며, 소비자 지출은 약 2% 증가한 약 166억 달러를 달성한 것으로 나타났다. 그러나 글로벌 게임시장의 규모가 상승하는 가운데 국내에 출시된 모바일게임을 전체적으로 살펴보면 게임성이 향상되지 못한 부분에 대해서 글로벌 게임 경쟁력에 대한 해결방안이 마련되어야 할 것으로 생각한다. 본 논문에서는 게임의 재미요소와 관련해서 다양한 내용으로 게임 사용자들의 의견을 알아보면서 게임을 플레이하는 사용자 측면에서 의견들을 분석한 결과 재미요소가 게임의 품질을 결정하는 중요한 부분으로 사용자들과의 소통, 피드백을 통해 의견을 받고 수렴해주는 커뮤니케이션이 매우 중요함을 제시하고자 한다.

  • PDF

Factors Analysis Influencing the Switching Intention of Chinese Mobile Games based on Push-Pull-Mooring Model

  • Liu, Jing;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.5
    • /
    • pp.49-68
    • /
    • 2020
  • The Push-Pull-Mooring (PPM) model employ to explore the factors that affect the switching intention of mobile game players by analyzing the online survey data of 240 mobile game players in China. From the perspective of PPM model, Dissatisfaction with the current mobile game can promote players to leave the current mobile game, and other more attractive mobile games can pull players out of the current mobile game. As a mooring factor, habit can affect players' switching decisions. Players who have formed strong habits in current mobile games are more likely to resist or ignore the attractiveness of other mobile games and stay in the current mobile games rather than migrate to other mobile games. Another result shows that the more dissatisfied with the current mobile game, the higher the quality of alternative (relative challenge) mobile game, and the lower the investment size in the current mobile game, the more reluctant the players are to continue to maintain the relationship with the current mobile game. The higher the player's commitment to the current mobile game, the more likely it is to maintain the relationship with the current mobile game. The empirical results show that the framework of this study is highly consistent with the results of PPM model, and confirming that they can well apply to mobile game situations.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.193-196
    • /
    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

  • PDF

A Study on the Application of Artificial Intelligence Technology for Efficient Game Quality Assurance (효율적인 게임 품질 보증을 위한 인공지능 기술 적용에 관한 연구)

  • Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.145-147
    • /
    • 2023
  • 요즘은 모든 산업에서 인공지능(Artificial Intelligence : AI) 채택을 빠르게 진행하고 있으며, 디지털 기술과 산업 기술이 융합된 인공지능 분야가 강화되고 여러 서비스 사업 혁신이 이루어지면서 여러 산업의 시장 성장을 견인하는 것으로 나타났다. 특히 게임 산업과 관련한 게임업계에서는 인공지능 관련 전문 지식을 확보하기 위한 투자가 활발하게 이어짐에 따라 발전과 경쟁력 확보를 위한 움직임들이 지속될 것으로 전망된다. 본 논문에서는 게임개발 기술에 인공지능(AI) 기술 접목이 집중되고 있는 상황에서 개발하고 있는 게임에 대한 품질을 보증하고 관리하기 위한 AI 기반의 게임 QA(Quality Assurance) 기술 적용을 위한 방법들에 대해서 제시하고자 한다.

  • PDF

First-Person Shooter Game Development using Unreal Engine (언리얼 엔진을 통한 FPS 게임 개발)

  • Kim, Soo-Kyun;Kang, Heau-Jo;Sung, Kyung
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.5
    • /
    • pp.718-724
    • /
    • 2010
  • The Unreal Engine is a free game engine developed by Epic Games. In this paper, we propose a First Person Shooter (FPS) game development using free Unreal Development Kit. The merit of Unreal engine provide a hight degree of portability, and it is a tool used by many game developers today, supporting a multitude of platforms on personal computers and many video game consoles with free toolkit. But it is required high-performance PC to develop game. This toolkit doe s not high-quality computer programming skill, just possible to develop FPS game easily.

Games QA using Checklists Technique (체크리스트 기법을 이용한 게임 QA)

  • Lee, Jin-Ho;Jung, Hyeon-Cheol;Kang, Seung-Gon;Cho, Hyun-Woo;Lee, Je-Meong;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.307-310
    • /
    • 2014
  • 본 논문에서는 여러 가지 소프트웨어 테스트 기법 중 "체크리스트" 기법을 이용하여 2014년 청강문화산업대학 게임전공 졸업작품 게임 13점을 대상으로 테스트를 진행하고 그에 따른 결과에 대해 의견을 제시한다. "체크리스트"란 테스트하거나 평가해야 할 내용과 경험을 나열해 놓은 것을 의미하며, 체계적으로 도출되기 보다는 테스트 경험과 노하우를 정리하고 목록화하여 테스팅에서 해당 내용을 누락 없이 검증하는 것을 목적으로 작성하는 문서다. 테스트의 진행은 개발팀의 기획서 분석에서 시작되며, 기획서에서 기반한 게임의 실제 구현비율과 동작 가능한 비율을 중점으로 평가하였다.

  • PDF