• Title/Summary/Keyword: Game tool

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A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

A DEA-Based Portfolio Model for Performance Management of Online Games (DEA 기반 온라인 게임 성과 관리 포트폴리오 모형)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.4
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    • pp.260-270
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    • 2013
  • This paper proposes a strategic portfolio model for managing performance of online games. The portfolio matrix is composed of two dimensions: financial performance and non-financial performance. Financial performance is measured by the conventional measure, average revenue per user (ARPU). In terms of non-financial performance, five non-financial key performance indicators (KPIs) that have been widely used in the online game industry are utilized: RU (Register User), VU (Visiting User), TS (Time Spent), ACU (Average Current User), MCU (Maximum Current User). Data envelopment analysis (DEA) is then employed to produce a single performance measure aggregating the five KPIs. DEA is a linear programming model for measuring the relative efficiency of decision making unit (DMUs) with multiple inputs and outputs. This study employs DEA as a tool for multiple criteria decision making (MCDM), in particular, the pure output model without inputs. Combining the two types of performance produces the online game portfolio matrix with four quadrants: Dark Horse, Stop Loss, Jack Pot, Luxury Goods. A case study of 39 online games provided by company 'N' is provided. The proposed portfolio model is expected to be fruitfully used for strategic decision making of online game companies.

Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

Effectiveness of "Village Image Construction Tool Kit" in the Residents Workshop of a Housing Improvement Area (주거지 정비지역 주민 워크샵을 통한 마을이미지 맵 제작도구의 효용성 연구)

  • Lee, Yeun-Sook;Kim, Ju-Suck;Jung, Eun-Jung
    • Journal of the Korean housing association
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    • v.21 no.1
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    • pp.67-77
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    • 2010
  • Citizen participation in local redevelopment has recently been regarded as essential, since progress in democracy and diversified public interests have contributed to more importance being placed on citizen participation in the implementation of public policies. While the importance of resident participation has been increasingly emphasized in principle, in reality more effort is still required in its application. We need to develop practical strategies of collecting community opinion in order to reflect it in public policy, if we are to achieve a resident and citizen-centered society. The purpose of this study is to develop an image map construction tool that can be applied to the "Maul-Mandulgi" projects as a visualized method to facilitate the exchange of opinions and work toward agreements. The tool is intended to assist public discussion by visualizing policies and plans and reducing the possibility of misunderstanding, so that residents can properly respond to the plans. Second, this study will verify the effectiveness of the tool in the application to local community workshops. The main research method is participant observation method and field study. Major findings are as follows, First, every resident who had participated in previous workshops gathered together, used the tool and represented their opinions unusually more than once. Each resident tried to make sure that other participants appropriately understood his or her opinion. The workshop finished when all participants agreed and produced a consensus. The workshop took much less time, which is in stark contrast to previous workshops in which it took significantly more time to collect opinions. Second, it proved that residents in the redevelopment area can strike a broad agreement by themselves on a method and direction for residential improvement. In previous workshops, conflicts between residents developed over the choice between the two methods, of local improvement and total demolition prior to multi-housing construction. In this study, opinions of residents were not limited to the two methods by finding a winwin solution. Third, the use of the tool kit for image map became efficient for inactive residents to develop their own opinions in regard to the direction and orientations of the residential improvement process. In addition, for those who have either no or a slight understanding of the residential improvement projects, the tool can provide access to information and knowledge. This study concludes that the developed tool for imaging of the redevelopment projection like a design game, rather than using forms of text and speech, can be a useful tool in collecting opinions and forming an agreed opinion for forthcoming residential improvement plans.

gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.228-234
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    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

A Development of Metadata Integration Management System for Serious Game (기능성게임 메타데이터 통합관리시스템 개발)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.57-64
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    • 2013
  • During the past 10 years, serious game industry has been growing steadily. But the system which could stably and reliably provide metadata information and quality information related to serious game remained unexploited. Existing systems only support the basic management functions of metadata search centered. Therefore, we have developed an integrated system to manage the quality information of serious game as well as to improve the inconvenient details of the existing systems. And we designed quality evaluation elements and quality information supply-methods, and linked up them to the system. Furthermore, we conducted user's satisfaction assessment survey on the use of the system. The advantage of the system is that the system provide a lot of useful information for general users and developers, and support a tool to manage all information related to serious game by easy and convenient method for managers.