• Title/Summary/Keyword: Game elements

Search Result 444, Processing Time 0.024 seconds

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.9
    • /
    • pp.1-9
    • /
    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.538-547
    • /
    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

A Study on the Role of Political Correctness Elements in the Game (게임에서 정치적 올바름 요소의 역할에 관한 연구)

  • Kim, Dae-Hyoung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.147-150
    • /
    • 2021
  • 최근 문화 산업에서 정치적 올바름 요소를 더욱 확장시키고 있는데 이러한 소수자 우대 정책이 작품내 맥락을 고려하지 않아서 부자연스럽고 역차별을 야기한다는 주장이 많다. 본 논문에서는 게임에 들어가는 정치적 올바름 요소에 대해 알아보고 설문조사를 통해 게임 사용자들의 의견을 분석해서 게임에서의 정치적 올바름 요소에 대한 개선안을 제시하고자 한다.

  • PDF

Design and Application of a Visual Experience Game in Game Mathematics (게임수학 시각체험 게임 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.12
    • /
    • pp.1504-1512
    • /
    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.

A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.05a
    • /
    • pp.955-960
    • /
    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

  • PDF

A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.3-10
    • /
    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

  • PDF

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.3
    • /
    • pp.116-127
    • /
    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

A Study on Difference of Internet Game Addiction Tendency According to The Game with Use (인터넷 게임 사용 실태에 따른 게임 중독 경향의 차이에 관한 연구)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.2
    • /
    • pp.159-166
    • /
    • 2008
  • The purpose of this study is to examine the usage of time for internet game in students of college and analyse the addiction and verify the relation between elements of the capacity of self-control and internet game addiction. The result show that the use time and the duration of daily internet game have influence on the internet game addiction(p<0.05) and also show that they have highly influence(+) on the relation elements of self-control : the trouble of studies, the loss of human relation, the confusion between the real and virtual, and the escapism.

  • PDF

A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.119-128
    • /
    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.