• Title/Summary/Keyword: Game-based content

Search Result 282, Processing Time 0.023 seconds

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.169-175
    • /
    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.61-72
    • /
    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

  • PDF

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.228-236
    • /
    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

Development of Mobile Tour Game for Site-specific Cultural & Historical Tour Information Service (위치 기반 역사 문화 관광 정보 서비스를 위한 모바일 투어게임 개발에 관한 연구)

  • Kim, Hyun-Jeong;Schliesser, John;Kim, Min-Soo;Chung, Han-Kyung;Park, Jung-Hyun;Park, Young-Je;Shim, Jung-Wha;Kim, Young-Hee;Kim, Min-Jung;Cho, Shin-A
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.70-77
    • /
    • 2007
  • 모바일 IT와 무선인터넷의 발달에 따라 디지털 컨텐츠를 담는 뉴미디어로서의 휴대폰의 가능성은 점차 확대되고 있으며, 모바일 컨텐츠 시장도 급속도로 성장하고 있다. 무선인터넷의 발달은 유선 인터넷 컨텐츠를 무선으로 확장하게 하였으며, 장소기반 관광 정보 (Location Based Information) 서비스가 우선적으로 구축되고 있다. 그러나, 현재 모바일 기기로 서비스되고 있는 대부분의 관광정보는 관광지에 대한 간단한 설명, 교통편, 숙박, 음식점 등 매우 실용적이고 일반적이어서 편리하긴 하지만, 그다지 사용하고 싶은 매력은 없는 정보에 그치고 있다. 본 연구는 기술적으로 진화하고 있는 유비쿼터스 도시 환경에서 모바일을 활용하여 어떠한 새로운 형태의 관광 컨텐츠가 가능해질 수 있을까 하는 질문에서 출발하였다. 본 논문은 정보통신연구 진흥원의 지원을 받아 진행했던 지역의 역사, 문화 정보 전달을 위한 모바일 투어 게임 "타임트렉" 프로토타입 개발에 관한 리서치, 컨셉, 프로세스를 정리한 것이다. "타임트렉" 프로젝트에서 추구했던 방향은 문화적, 역사적으로 중요한 장소를 투어하면서 모바일 미디어를 활용하여 보다 깊은 역사, 문화 정보를 새롭고 재미있는 방법으로 전달하고자 하는 것이었다. 특히, 사용자의 보다 적극적인 참여와 흥미유발을 위해 시간여행 능력을 가진 탐정이 과거로 시간여행을 통해 사건을 해결하는 롤플레잉 스토리 기반 게임과 물리적 장소에서 답을 찾아야 하는 오프라인 퀘스트 게임의 형식을 포함하는 모바일 투어 게임형태로 구축하였다. 이렇게 함으로써 관광객들에게 보다 그 장소에 대해 알고 싶어 하는 흥미를 유도하고 투어를 완료하게 유도함으로써 만족스럽고 새로운 관광 경험을 제공하는 것을 목적으로 하였다. 새로운 타입의 모바일 관광서비스의 프로토타입 개발에 있어 중점을 두었던 부분은 역사적으로 중요한 장소를 워킹 트레일로 구성하고 그 장소가 가지는 기본적인 문화, 역사적 정보에 오락적 요소(스토리와 게임 요소)를 자연스럽게 혼합하여 흥미로운 컨텐츠를 만들는 것이었으며, 또한 모바일이 가진 위치기반 서비스 기능을 활용하여 효과적으로 컨텐츠를 적재적소에 제시하는 인터페이스 구현에 중점을 두었다. 논문에서는 먼저, 기존의 국내외 모바일 관광정보서비스의 사례 및 연구 동향을 분석하고, 이에 따라 설정한 "타임트렉" 프로젝트의 방향성과, "타임트렉" 프로젝트에서 개발했던 프로토타입에 대하여 요약, 설명하였으며, 사용자 테스트 과정을 기술하였다. 그리고 마지막으로, 시장 세분화에 따른 관광 정보 서비스의 엔터테인먼트화 전략에 대해 논의하였다. 본 연구에서 시도했던 지역의 역사, 문화 관광을 위한 LBS 모바일 기술과 스토리, 게임 등 엔터테인먼트 요소의 결합은 관광객들에게 새로운 형태의 즐거운 관광 경험을 창출할 수 있으며, 관광 산업과 모바일 컨텐츠 산업의 결합이라는 새로운 접근의 장을 개척할 수 있을 것이다.

  • PDF

The Survey on the Degree of Link with Internet Space and a Internet Addiction Disposition of Adolescents (청소년의 인터넷 접촉 정도와 중독성향에 대한 조사)

  • Sang-chul Han
    • Korean Journal of Culture and Social Issue
    • /
    • v.9 no.2
    • /
    • pp.19-39
    • /
    • 2003
  • The purpose of this study was to investigate the degree of link with internet media and a internet addiction disposition of adolescents. The subjects were 500 students attending to middle and high schools consisted of male and female. The instruments were "the questionnaire on the present conditions of internet use" consisted of 14 items(Cronbach's α=.71) and "the internet addiction rating scale" consisted of 20 items(Cronbach's α=.73). These questionnaire were revised by this researcher. For data analysis, chisqure and ANOVA were used. The main results were as follows. First, a boy students and the vocational high school and the middle school each have more negative response than a girl students and the humanistic high schools in the present conditions of internet use and the judgement on a harmful object of internet space. Second, a boy students have higher than a girl students in an internet addiction disposition. Third, an internet addiction related with the times link with internet, the type of internet game, and the content of internet space(a lustful and violent objects). The various methods for the prevent with the internet addiction of adolescents discussed with based on the previous studies.

  • PDF

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
    • /
    • v.19 no.1
    • /
    • pp.49-66
    • /
    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Cable/Wireless Integrated Server for WiBro Contents (와이브로 컨텐츠를 위한 유/무선 통합 서버)

  • Kim, Bae-Hyun;Heo, Jin-Kyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.9 no.5
    • /
    • pp.73-78
    • /
    • 2009
  • We researched economic efficiency and possibility of game portal service based PDA/Smart phone by popularize of next generation portable internet WiBro. PDA/Smart phone are difficult to equal level content service with PC, because of it has low CPU and memory than PC. This paper are implemented paper of integrated server of Cable or Wireless for WiBro contents. In this research, we implemented and show test result of CP killer contents in PDA. It can apply to WiBro portable internet and has required many functions in integrated server for cable or wireless. CP Killer contents for WiBro portable internet is developed by PC server base on Window XP. It can accept next generation wireless LAN, portable internet and ubiquitous issues. We expect activation of commercial use that WiBro contents and server trading.

  • PDF

Effectiveness of G-Learning(Teaching and Learning Methodology utilizing Game) adopted in an English Class for 5th Grade Elementary School Students (초등학교 5학년 영어수업에 적용된 G러닝(게임을 활용한 교수학습 방법)의 학습 효과)

  • Won, Eun-Sok;Wi, Jong-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.10
    • /
    • pp.541-554
    • /
    • 2012
  • This study suggests the effectiveness of G-learning English afterschool classes implemented to elementary school students at low achievement level in English. These days, the use of games in teaching and learning, known as G-learning, has gradually expanded, so it is necessary to consider how to adapt G-learning generally in English education. A G-learning afterschool English class was implemented to 23 low-level 5th grade students in an elementary school located in Daejon for 12 weeks. This study set two hypotheses aiming to determine the effectiveness in achievement and affectiveness of the participants. Pre and post achievement tests were conducted. Also, survey and FGI (focused group interview) were carried out twice with the participants. The study found that students' spelling awareness, vocabulary recognition and dialogue comprehension ability (hypothesis 1) were all improved with statistical significance. Moreover, after the class, participants' confidence and interest toward English study showed meaningful increases.

Development of a Nutrition Education Website for Children (초등학생 대상의 영양교육 웹사이트 개발)

  • 현태선;연미영;김선희;김난희;안숙미;이순미;지현정;선명희;오춘화
    • Korean Journal of Community Nutrition
    • /
    • v.8 no.3
    • /
    • pp.259-269
    • /
    • 2003
  • The purpose of this study was to develop a nutrition education website for children, especially those around the 4th-6th grade levels. Among the already existing websites providing nutritional information for children, 7 websites with comparable amounts of information were evaluated in terms of their topics, credibility, content, ease of use, and aesthetics. In addition, a survey was conducted to assess the need for nutrition information among 305 elementary students. The food pyramid was the topic offered most often on those websites. Information on nutrients, digestion, food safety, nutrition labeling, and healthy eating habits were available on the websites. Some of those websites also provided games or quizzes to attract the children's interest. However, seine of the websites did not give any information on the person responsible for providing the information, which is most important in determining the credibility of the website. Other problems were that some information was too difficult for children, and some of the websites did not provide a way to search for information. According to the survey results, the topics that children wanted to know about were‘desirable weight’,‘cooking’,‘correct food choice’,‘weight control method’,‘calories consumed during exercise’, but, they did not have a high interest in‘asking questions’‘books with nutrition messages’,‘under weight’,‘negative effect of weight control’and‘helping hungry children’. Based on these results, we developed a new nutrition education web-site, ifood’(http: //1 ifood.or.kr). We focused on helping children develop healthy eating habits by providing information which is easy and practical for children. However, we neither included the program to assess their dietary intake, nor provided entertaining background sounds, which children like. Also, the game section is composed mainly of quizzes. Therefore, we need to further develop exciting games to teach nutrition to children. In the near future, the newly developed website should be evaluated by children regarding understandability and coverage of the contents as well as usability and design, and then revised to improve the educational effect.

The Boundary Conditions of Free-to-Play Business Model in the Economic Perspective: a case study (경제학 관점에서 부분유료화 게임 비즈니스 모델 분석 및 사례 연구)

  • Yoo, Changsok;Jung, Jaeki;Lee, Sachiko
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.11
    • /
    • pp.883-892
    • /
    • 2014
  • Free-to-play business model, which first commercialized in Korea, now becomes crucial sales drivers in the game industry, but the theoretical background is not well known that most of free-to-play content business models are developed based on the guts and trial-and-errors. In this study, we verified that the price discrimination theory in economics is the backbone of the free-to-play business model, and we also derived the three boundary conditions that should be satisfied in the business model design. We reviewed the three boundary conditions of free-to-play business model using case studies of previous games, and showed how the boundary conditions should work in the actual business. Through case studies, we tried to suggest the theoretical basis of free-to-play business model design, and sales enhancing techniques in free-to-play business.