• Title/Summary/Keyword: Gameplay

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A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • v.16 no.3
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.49-56
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    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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A Study in the Temporality in Digital Gameplay (디지털 게임 플레이의 시간성 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.5-16
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    • 2013
  • The purpose of this study is how to occur the temporality in Digital Gameplay. There is two types of time in Gameplay. One is Irreversibility time that goes passed through a game world like a chronology order. Another is Reversibility time that returns and renews the time. The time's duality is caused by player's intervene and experience. And the polychronic temporality in gameplay makes the rhythm as replay and eternal cyclic time.

Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

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
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    • v.17 no.6
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    • pp.1502-1508
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    • 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.

Strategic Errors Detection in Gameplay by the Inspection of Payoff Matrices (보수행렬 검사를 통한 게임플레이의 전략적 오류 검출)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.13-18
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    • 2011
  • Sid Meier said, "A game is a series of interesting choices." This means the interesting choices make the game funny. In this paper, we define the no interesting options in the gameplay as strategic errors of the gameplay and suggest a detection method of these errors of the gameplay. The suggested method detects the strategic errors of the gameplay by the inspection of the payoff matrices. This method can detect the options of no strategies of the opponent, dominant options, dominated options, similar options with almost same payoffs in the case of the inspection of the payoff matrices. Additionally it can detect the options of the expected payoff with excessively high, the options of the expected payoff with excessively low, the options of the usage probability with excessively high, and the options of the usage probability with excessively low in the case of the inspection of the payoff matrices with the corresponding frequency rates.

Gameplay as a Semiotic Interpretation (기호 해석 활동으로서의 게임 플레이 연구)

  • Lyou, Chul-Gyun;Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.67-75
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    • 2009
  • The aim of this paper is to find out semiotic interpretation in digital gameplay and define layers of meaning which is provided by a game designer and a player. The primary author of the digital game is a game designer; however, to accomplish the whole meaning of the digital game, there must be a player's action. In digital games, the game designer leads to player's action and the player progresses the game at her desire. During the gameplay, each of the intention clashes and coincides through the semiotic interpretation. It can be classified under five sections that represent the game designer, the player and the game text.

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