• Title/Summary/Keyword: Game interaction

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A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

A Study on Factors Influencing Attachment of Gamers to MMORPG On-line Games (MMORPG 온라인 게이머의 애착감 영향요인 연구)

  • Park, Seong-Taek;Lee, Han-Chul;Kim, Tae-Ung;Choi, Soo-Myung
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.109-119
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    • 2012
  • MMORPG online game business has emerged as the most lucrative entertainment industry, with over 10 million gamers in South Korea. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' attachment or affection, game contents-related and social interaction-related construct. We assume that game contents-related construct consists of storytelling, game-play method, contents-diversity and the sense of identification, and that social interaction-related construct includes information-sharing, gamers' empowerment and the word-of-mouth. Based on data collected from online questionnaire survey, the validity of the research model has been tested. The results show that contents-related construct influences the players' attachment, and that social interaction-related construct has no direct impact on the attachment. But social interaction-related construct has been shown to influence contents-related construct, implying the indirect impact on the players' attachment.

Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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The elements of Gamification in John Dewey's pedagogy (존 듀이의 교육학에 나타난 게이미피케이션의 요소들)

  • Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.7-16
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    • 2017
  • In this paper, it is suggested that the elements constituting the gay empire are similar to the main pedagogical concept of John Dewey, a representative educational philosopher. I analyzed some factors that make up the concept of gamification by connecting them with the following five attributes. Continuity, interaction, interest, growth, and educational experience are the main factors that contribute to sustainability. Based on the theoretical analysis of the main concept, I try to find out the relation between the game and education, and understand the meaning of the gamification, not the game.

A Study on Measurement of Collective Intelligence using Business Management Game (소셜네트워크를 이용한 집단지성 측정연구)

  • Yun, Ho-Seong;Lee, Ki-Dong
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.53-63
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    • 2011
  • In connection with each other through social networks, individuals share valuable knowledge and information. Furthermore the knowledge and information based on the collective intelligence is growing. Collective intelligence with more peoples will grow by gathering intelligence to enhance the collective intelligence. This study investigates the collective intelligence using business management game, and observes forming process of collective intelligence. To achieve the objective to observe the forming process of collective intelligence, only the test subjects available were exposed to the Corporate Management Game with SNS space. During the experimentation, the interaction and feedback were observed. The results of the study show that different performance, feedback and interaction for each group.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games (모바일 소셜네트워크 게임에서 콘텐츠요인이 지속적 사용의도에 미치는 영향)

  • Lee, Han-Ho;Kim, Si-Sung;Lee, Min-Seop
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.17-26
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    • 2015
  • The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.