• Title/Summary/Keyword: Game interaction

Search Result 444, Processing Time 0.028 seconds

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.127-142
    • /
    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.6
    • /
    • pp.188-196
    • /
    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.6
    • /
    • pp.1502-1508
    • /
    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

A Study on the game app production utilizing wearable smart device health care information (웨어러블 스마트 디바이스의 헬스 케어 정보를 활용한 게임 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.168-169
    • /
    • 2015
  • Recent wearable smart device products, but with a variety of features and form that go out after a series of releases in has been outside for a lack of consumer content. The device advances, the type of equipment attached to the user's body was released, which was the background to be subjected to a health-care products of interest to the user and the machine-to-machine interaction. This study is to identify health care elements wearable smart device content around the market with features to interact with the game content and game content derived elements fit smart wearable devices. Survey research method was developed or released wearable devices and game content and take advantage of this any existing research literature related to game development. Based on this we derive the interactive elements for a wearable smart devices based.

  • PDF

Virtual Landscape Classification Standards and Representative Spatial Types in Digital Games (디지털 게임 내 가상경관 분류 기준 확립 및 대표 유형 산출)

  • Kim, IkHwan;Lee, Injung;Lee, Ji-Hyun
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.19-28
    • /
    • 2016
  • Digital games are generating various types of virtual landscape and the importance of virtual landscape has been arises. However, there has not been any research done how to design the virtual landscape. To establish virtual landscape design methodology, establishing the classification system and suggesting the representative type of virtual landscape is needed. With this research, I collected the classification standard and established five standards; story, cooperation, interaction level, dimensions and shape of the space. With that system, I classified digital game and could prove the effectiveness. Also by classifying cases through 20 years of timeline, I could come out with three representative types. This result will work as a reference to the future research; establishing design methodology on virtual landscape.

Internet Game Overuser and Disembodiment : Neural Correlates as Revealed by Functional Magnetic Resonance Imaging (인터넷 게임 과다사용자와 탈신체화 : 기능적 뇌자기공명영상을 이용한신경 상관물)

  • Oh, Jong-Hyun;Son, Jung-Woo;Kim, Ji-Eun;Shin, Yong-Wook
    • Korean Journal of Biological Psychiatry
    • /
    • v.21 no.2
    • /
    • pp.57-64
    • /
    • 2014
  • Objectives The purpose of this study was to investigate the difference of brain activity between internet game overusers in adulthood and normal adults in a state of disembodiment. Methods The fMRI images were taken while the internet game overuser group (n = 14) and the control group (n = 15) were asked to perform the task composed of ball-throwing animations. The task reflected on either self-agency about ball-throwing or location of a ball. And each block was shown with either different (changing viewpoint) or same animations (fixed viewpoint). The disembodiment-related condition was the interaction between agency task and changing viewpoint. Results 1) In within-group analyses, the control group exhibited higher brain activation in the left precentral gyrus, the left inferior frontal gyrus, and the left insula. And the overuser group exhibited higher activation in the right cuneus, the left posterior middle occipital gyrus, and the left parahippocampal gyrus. 2) In between-group analyses, the control group exhibited higher activation in the right posterior superior temporal gyrus. And the overuser group exhibited higher activation in the left cuneus, and the left posterior middle occipital area. Conclusions These results show that the disembodiment-related brain activation of internet game overusers in adulthood is different from that of normal adults.

Resource Allocation in Spectrum Sharing ad-hoc Cognitive Radio Networks Based on Game Theory: An Overview

  • Abdul-Ghafoor, Omar B.;Ismail, Mahamod;Nordin, Rosdiadee;El-Saleh, Ayman Abd
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.7 no.12
    • /
    • pp.2957-2986
    • /
    • 2013
  • The traditional approach of fixed spectrum allocation to licensed networks has resulted in spectrum underutilisation. Cognitive radio technology is envisioned as a promising solution that can be used to resolve the ineffectiveness of the fixed spectrum allocation policy by accessing the underutilised spectrum of existing technologies opportunistically. The implementation of cognitive radio networks (CRNs) faces distinct challenges due to the fact that two systems (i.e., cognitive radio (CR) and primary users (PUs)) with conflicting interests interact with each other. Specially, in self-organised systems such as ad-hoc CRNs (AHCRNs), the coordination of spectrum access introduces challenges to researchers due to rapid utilisation changes in the available spectrum, as well as the multi-hop nature of ad-hoc networks, which creates additional challenges in the analysis of resource allocation (e.g., power control, channel and rate allocation). Instead, game theory has been adopted as a powerful mathematical tool in analysing and modelling the interaction processes of AHCRNs. In this survey, we first review the most fundamental concepts and architectures of CRNs and AHCRNs. We then introduce the concepts of game theory, utility function, Nash equilibrium and pricing techniques. Finally, we survey the recent literature on the game theoretic analysis of AHCRNs, highlighting its applicability to the physical layer PHY, the MAC layer and the network layer.

The Impact of Users' Congruity and Emotion on Intention to Game Use (사용자의 일치성과 감정이 게임이용에 미치는 영향)

  • Byeon, Hyeonsu;Yim, Myeong-Sung
    • Journal of Digital Convergence
    • /
    • v.12 no.11
    • /
    • pp.89-98
    • /
    • 2014
  • This study was accomplished to examine the relationship between the videogame player's perceived congruity and intention to game use, and to investigate the mediating effect of emotion as the psychological factor. Games for the research subject are confined to single player games on console or PC not online or mobile games to rule out human interaction. The results proposed that self and functional congruity have positive impact on intention to game use, and emotion is in the mediating effect of these relationships. Based on the results of the analysis, game producers have some implications for the game which is appropriate for the quality, the gamer's image, and the emotional aspect.

Research on the Influence of Game NPC Design Elements on Player Satisfaction (게임 NPC 디자인 요소가 플레이어 만족도에 미치는 영향 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
    • /
    • v.20 no.8
    • /
    • pp.53-59
    • /
    • 2022
  • In order to improve players' satisfaction with the game NPC (Non Plyer Character), a Structural Equation Modeling (SEM) was made, and NPC design elements were analyzed. First, extract the design elements (entertainment, artistry, interaction, and presence) that affect player satisfaction. And it is assumed that these factors will affect the satisfaction of players, and empirical research is carried out through quantitative research ideas. The results of the analysis of the questionnaire survey data show that four elements have a meaningful impact on player satisfaction, and artistry has the greatest impact on player satisfaction. Finally, according to the analysis results, a proposal for NPC design is proposed. It is expected that this research will provide a reference frame for the design direction of NPC in the future.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.5
    • /
    • pp.94-104
    • /
    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.