• Title/Summary/Keyword: Game Quality Evaluation

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A Study on the Game Characteristic Evaluation Model for Game Software (게임 소프트웨어를 위한 게임성 평가 모델에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.239-241
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    • 2012
  • 오늘날 스마트 시대의 새로운 소프트웨어 페러다임으로 변화하고 있는 IT 산업의 환경에서 소프트웨어를 사용하는 사용자와 공급하는 개발자 모두 품질 향상에 대한 중요성과 복잡성은 더욱 강조되어 가고 있다. 특히, 국내 게임시장의 절대적 시장점유율을 보이고 있는 온라인 게임의 경우 게임 사용자들과의 지속적인 관계 유지를 필요로 하는 서비스 제품이기 때문에 높은 수준의 품질보증이 절대적으로 필요하다. 본 연구는 이와 같은 필요성에 따라 게임 품질관리를 위한 정량적/정성적 게임성 평가 항목을 연구하여 이를 기반으로 한 게임성을 평가하기 위한 평가 모델을 제시한다.

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A Study on Quality Evaluation for On-line Game Software (온라인게임 소프트웨어 품질평가에 관한 연구)

  • Kim In-Suk;Ahn Gye-Jung;Cho Hyun-Hoon;Hong Dae-Ki
    • Annual Conference of KIPS
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    • 2004.11a
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    • pp.323-326
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    • 2004
  • 최근 세계적으로 게임 산업은 문화콘텐츠 산업의 핵심으로 인정받고 있으며 우리 정부도 21세기 국가성장 동력의 핵심영역으로서 게임을 지목하고 있다. 그 중 2002년 아케이드 게임을 제치고 처음으로 1위로 등극한 온라인게임은 2003년에는 플랫폼 생산매출 $50\%$를 차지하며 국내 게임시장을 견인하고 있다. 그러나 게임 산업의 인기와 온라인게임의 확산에 비해 대부분의 게임제작업체들은 짧은 기간의 간단한 베타테스트에 의존하고 있어 콘텐츠의 품질평가에 대한 인식 부족과 만족스러운 테스트 결과를 얻기에는 부족함이 많다. 이러한 문제점을 해결하기 위해서는 온라인 콘텐츠의 특성을 반영한 체계적인 품질모델 및 모델에 기반을 둔 품질평가 프로세스 그리고 각 품질특성을 시험하기 위한 시험기법들이 필요하다. 본 논문에서는 ISO/IEC 9126 및 14598 기반의 온라인 게임콘텐츠 품질평가 모델 선정과 품질평가 프로세스를 제시하고자 한다.

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A Basic Study on the Development of Functional Games for University Lectures - Focusing on clinical reasoning capabilities (대학 강의용 기능성게임 개발 기초연구 - 임상추론역량을 중심으로)

  • Seo, Hee-Kyung
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.65-74
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    • 2019
  • This study presented specific alternatives for the use of digital storytelling elements as college education and provided basic data for future Serious games to be more popularized and used as reference materials in various academic circles by considering the criteria for the quality evaluation of game contents, which had been pointed out as limitations of functional games. In particular, the factors to be considered were mainly in developing functional games to learn the clinical reasoning process.

Design Evaluation of Parent-child Interactive Game Furniture Based on AHP-TOPSIS Method (AHP-TOPSIS 방법에 기초한 부모-자식 인터랙티브 게임 가구의 설계 평가)

  • Wang, Jiaqi;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.235-248
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    • 2022
  • Through the research on the design evaluation index of parent-child interactive game furniture, it is convenient for designers to quantitatively analyze the design advantages and disadvantages of related products, which is of positive help to control and improve the design quality. Combined with AHP and TOPSIS, this study proposes the evaluation model of three design criteria and 26 design indexes. After expert scoring, calculation, and consistency test of each index, the weight value of each design index is obtained, and the index is classified according to the importance of each index. Finally, eight essential indicators, eleven secondary indicators, and seven general indicators are classified. A case study was conducted with TOPSIS, and the design samples of three parent-child climbing game furniture were analyzed. Finally, the three samples' relative proximity was 0.505, 0281, and 0.640, respectively. The research shows that the AHP-TOPSIS method can scientifically and effectively sort and screen the advantages and disadvantages of design schemes and provide a reference for the research and development of related products.

On the Estimation of Satisfaction Distribution for Game Factors (게임요소의 만족도분포 추정에 관한 연구)

  • Yum, Joon-Keun;Ham, Hyung-Bum
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.23-30
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    • 2008
  • To strengthen the competitiveness of the game industry, one needs to develope a tool for evaluation of the satisfaction level of the game users, which leads to the improvement of the quality of games and increment of the amount of game trade. In this study, we developed factors to measure the satisfaction level and estimate their distributional properties. For the purpose, using a survey data for RPG games, we discussed several aspects for normalization of score distribution for satisfaction factors and estimated their density function by use of parametric density estimation of SAS/INSIGHT. We believe that the proposed results help us to predict or estimate the satisfaction level of newly developed games as well as the current popular games.

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HTML5 Game Engine Mobile Game Development Technique Research -Focused on the Development case using Construct2 Engine- (HTML5 게임 엔진을 이용한 모바일 게임 제작 기법 연구 -Construct2 엔진을 활용한 게임 제작 사례 중심으로-)

  • Lee, Dae Hee;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.183-190
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    • 2015
  • Construct2 Game Engine is development by in United Kingdom production company Scirra. Construct 2 game engine to be used globally, the most excellent technical strength and visibility in the 2D game engine has grown to high engine. The game engine created by the 'Kongbin&Domino'. 'Kongbin&Domino' game, it began commercialization in the Google store and Apple's App Store. It advances the quality evaluation of the case of the production process and the game engine. Researched that can contribute to a better production. In the future, throughout the Research, it is to be contributed to the development of the game industry is conducting research to support the game development process which can be facilitated by the game content creation.

Effect of Free-range Rearing on Meat Composition, Physical Properties and Sensory Evaluation in Taiwan Game Hens

  • Lin, Cheng-Yung;Kuo, Hsiao-Yun;Wan, Tien-Chun
    • Asian-Australasian Journal of Animal Sciences
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    • v.27 no.6
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    • pp.880-885
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    • 2014
  • Experiments were conducted to evaluate the effect of an outdoor-grazed raising model on meat composition, physical properties and sensory attributes of Taiwan game hens. Six hundred 1-d old female chicks were raised on a floor for 8 weeks. On day 57, 600 healthy birds, with similar body weight, were selected and randomly assigned to three treatment groups (cage, floor-pen and free-range). The results showed that different feeding models had no effect on drip loss, cooking loss, moisture, crude protein, crude fat, crude ash, zinc and calorie contents in breast meat and moisture content in thigh meat. The free-range group had the lowest fat content in both breast and thigh meat, and the lowest calorie content in thigh meat. The firmness and toughness in both thigh and breast of the free-range group were the highest values (p<0.05). The crude protein, total collagen, zinc and iron contents in thigh meat and total collagen content in breast meat of the free-range group were significantly higher than those of the cage-feeding group (p<0.05). The meat sensory scores of flavor, chewiness and overall acceptability of both thigh and breast meat of the free-range group were significantly (p<0.05) better than those of the other two groups. Moreover, the current findings also indicate that the Taiwan game hens of the free-range feeding model displayed well-received carcass traits and meat quality, with higher scores for flavor, chewiness and overall acceptability for greater sensory satisfaction in both breast and thigh meat. In addition, the thigh meat contained high protein and total collage but low fat, offering a healthier diet choice.

A Survey for Testing Model Development of the Game Software (게임 소프트웨어의 평가 모델 개발을 위한 설문조사)

  • Jung, Hye-Jung;Jung, Won-Tae;Cho, Yu-Deok;Jung, Yung-Eun;Shin, Seok-Kyoo
    • Annual Conference of KIPS
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    • 2005.05a
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    • pp.267-270
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    • 2005
  • 국내에서는 게임용 소프트웨어의 개발을 통한 부가가치의 창출 효과가 높아지면서 많은 IT 업체에서 제품 개발과 동시에 제품에 대한 평가에 관심을 가지게 되었다. 본 연구는 게임 소프트웨어의 품질 평가를 위해서 게임 소프트웨어의 결함을 발견하기 위한 버그 체크리스트를 구성하였다. 이러한 버그 체크리스트 구성을 위해서 게임 소프트웨어 사용자를 중심으로 설문조사를 실시하였으며 이러한 조사결과를 게임 소프트웨어의 품질 평가 메트릭을 개발하는데 적용하여 ISO/IEC 9126 평가 메트릭을 제시하였다.

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Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.