• Title/Summary/Keyword: Game elements

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Study on the Development Model and Improvement of Social Function of Social Games (소셜게임의 사회적 기능 향상에 관한 개발 모델 제안)

  • Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.449-454
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    • 2015
  • This study is done to analyze the social function of social games, propose a development model, and demonstrate predisposing factors and consequences on the model. Therefore, the predisposing variables on social functions of social games are explored through related theory and previous studies to propose the social function developing model of social games. Social function model of social games are classified in detail in terms of emotional ties, open communication, sense of belonging to a community and interaction to derive a measure for social function improvement, to prove social function improvement elements through various social network services and social game theories and to propose a social game development model.

Design of Rehabilitation Program Contents using Motion Detection Sensors (동작인식센서를 이용한 재활 프로그램 콘텐츠 설계)

  • Jang, Jae-Youl;Lee, Young-Sik;Kim, Do-Moon;Lee, Tae-Hee;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.4
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    • pp.903-910
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    • 2018
  • The necessary rehabilitation training for patients with disability currently does not match the actual amount of training conducted, which requires interest in rehabilitation treatment, continued investment and infrastructure for rehabilitation contents, while the most common forms of rehabilitation treatment comprises of art, music, and play treatments. In this paper, we provide a game-style rehabilitation program including audio and visual elements through motion detection process on the patient and design a digital game rehabilitation program that allows different level of management for various categories of disabled people.

Suggestion on the Elements of Physical Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 요소 제안)

  • Paek, Hee-Won;Gil, Young-Ik;Ko, Il-Ju;Sung, Bo-Kyung;Bang, Green
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.491-494
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    • 2018
  • 체감형 스포츠 게임은 신체활동이 부족한 어린이들의 활동량을 늘릴 수 있는 해결 방안으로 부상하고 있다. 기존 체감형 스포츠 게임관련 연구는 성인을 대상으로 한 연구들이 대부분이며 어린이를 대상으로 한 연구는 미흡한 실정이다. 제안하는 어린이 체감형 스포츠 게임 요소는 기존 성인대상의 체감형 스포츠 게임 요소들과 어린이 디자인 요소들의 공통 요소를 도출하고, 어린이에 맞춰 재해석한다. 도출된 요소는 적용해야 할 어린이 체감형 스포츠 게임에 맞춰 실제 요소를 도출하고, 실제 요소들을 고려하여 게임을 제작한다. 어린이 체감형 스포츠 게임 요소는 어린이를 대상으로 한 체감형 스포츠 게임 제작 및 평가 시 가이드라인으로 활용될 수 있을 것으로 기대된다.

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A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

A Study on Youth friendly elements in the Residential Apartments Complex Design - Focused on the Design Competition of Apartment Complex in 2007 - (아파트 단위세대 공간계획 시 청소년 고려사항에 관한 연구 - 2007년 아파트 현상설계를 중심으로 -)

  • Kim, Nam-Hyo;Shen, Mei-Yu
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.71-79
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    • 2009
  • It is the youth period that the personality is shaping gradually. The residential environments have influence on the young ego. Especially residential design should include more youth friendly design elements than any other facilities. The purpose of this study was to provide the youth friendly design elements about the space design of apartment through analysis of youth's needs. This study was progressed to the survey method about five districts of apartment design competitions in 2007. The collected cases are analyzed by using statistics software SPSS for windows release 11.0. The result of the study was as below. First, the youth satisfaction of current residential space got more satisfied as floor space got larger. Second, most of youth uses them own room that is satisfied with their floor space for sleeping, inviting friends, studying, playing activities. Third, generally youth preferred to place their own room not far from the restroom, but the result of distance between master room and entrance was classified depend on sex, personal inclination, and residence environment, also generally satisfied with volume of their room. Fourth, for the restroom, although it is too small that satisfied with bath facilities relatively. And cast, youth's preferred room for extra was 'movie/music room', 'game room' and 'dress room' which is higher preference than 'study room'.

On the Application of Gamification Elements in Libraries

  • Seong-Kwan Lim
    • Journal of Information Science Theory and Practice
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    • v.11 no.2
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    • pp.1-11
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    • 2023
  • Libraries are still conservative in their approach or practice of providing various services for the unspecified majority of visitors attending these institutions. It is very apparent that libraries are not actively trying to increase the interest and participation of users by applying the various angles or elements associated with gamification. By its very nature, gamification is the application of game-playing elements such as point scoring, peer competition, team work, score tables, and such used to motivate participants and make them more engaged with the subject matter. In areas such as education, marketing, and exercise, the implementation of gamification techniques is actively taking place in order to maximum participation by taking advantage of uncertainties or the competitive nature that many people have with the setting of goals. In this study, four libraries that have applied gamification are analyzed to understand how and to what degree gamification has been applied. Broken down into four different elements, this includes: Point, Reward, Leaderboards & Competition, Self-expression & Achievement. By focusing on the results of this analysis, gamification measures that can be applied to other libraries are specifically proposed. The overall results of this study will provide useful guidance and potential plans for libraries seeking to increase the number of users by using gamification to increase user participation and/or satisfaction with additional library services.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.