• Title/Summary/Keyword: Player Experience

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A Phenomenological Study on the Character Strength of National Players (국가대표 선수의 성격강점에 관한 현상학적 연구)

  • Yoo, Hyun-Mee
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.480-489
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    • 2020
  • This study was analyzed using Giorgi (1985)'s phenomenological research method to find the essential meaning of the strengths inherent in the experience of national players. The research participants selected the final six athletes who wanted to participate in the national team's individual and team events using the Purposeful sampling method. In-depth interviews were conducted from September to December 2019, and 90 to 180 minutes were conducted once and two in-depth interviews were conducted for each athletes. As a result, categories were derived from 17 sub-factors, 5 factors, and 5 factors were found to make good habits, make my own weapons, think positively, simplify and maintain good condition. The five factors shown in the results are used as strengths when they are voluntarily done, and these strengths create a chance and vitality for players to truly like their sport. These character strengths are expected to be used as positive information for players' development of positive psychology programs and psychological skills training.

Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성)

  • Park, Yong-Hyun;Ning, shujia;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.215-220
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    • 2009
  • MMORPG is being progressed through Quest and the level and the balance are realized. Also, Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. The pluralistic understanding method of players will have values as a tool that can design and evaluate Quest satisfying preference of the various user class.

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A Study on a MMORPG Battle Simulator with Input of Rules (룰 입력을 통한 MMORPG전투 시뮬레이터에 관한 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.97-103
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    • 2007
  • Battles between players and monsters are considered to be the core issues of RPG games, and they are something that effects the players the most when it comes to thinking whether that particular game is fun or not. Even though MMORPGs have enabled RPGs to get out of the repetitiveness into unlimited possibility of expandability and capability of modification of game plays, essential game play process remains still important - the basic battle between the player and the monsters. In this research, we made a simulator to simulate the process of the battles to estimate results of battles by pre-testing the battles with setting up the experience values of players and monsters using formulae needed for the battle systems at the beginning of game development. It can be utilized at a tester to find out a better configuration of monsters in the maps for better optimization of time and efficiency of the battles to satisfy the game planning.

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A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.35-45
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    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.

Implement of Finger-Gesture Remote Controller using the Moving Direction Recognition of Single (단일 형상의 이동 방향 인식에 의한 손 동작 리모트 컨트롤러 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.91-97
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    • 2013
  • A finger-gesture remote controller using the single camera is implemented in this paper, which is base on the recognition of finger number and finger moving direction. Proposed method uses the transformed YCbCr color-difference information to extract the hand region effectively. The number and position of finger are computer by using a double circle tracing method. Specially, a user continuous-command can be performed repeatedly by recognizing the finger-gesture direction of single shape. The position information of finger enables a user command to amplify a same command in the User eXperience. Also, all processing tasks are implemented by using the Intel OpenCV library and C++ language. In order to evaluate the performance of the our proposed method, after applying to the commercial video player software as a remote controller. As a result, the proposed method showed the average 89% recognition ratio by the user command-mode.

Researching the self-presentation desire of decorating in-game space in Social Network Games (SNG의 공간 꾸미기를 통한 자기표현 욕구 연구)

  • Park, Jihye;Paik, Chul-ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.7-18
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    • 2015
  • A social network game (SNG) is the result of a combination of a life simulation game and a social networking service. These types of games are particularly popular among women. This phenomenon calls for research that focuses on the motivation behind playing SNGs, the factors that make SNGs absorbing and, particularly, the space decorating features of SNGs. The current study investigates people's experience with the space decorating features of SNGs and their motivation for playing these games. It observes the behaviors of SNG players, which were typed through Q methodology. Moreover, it specifically analyzes the motivation behind the playing of space-decorating SNGs. The study concludes that most of players were more absorbed in the space-decorating features of these games than they were in their social networking features. This also affects a player's continued playing of these games. This study proves that this phenomenon is related to players' desires for self-representation.

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.

Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.9-14
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    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

An Analysis on the Sports Ethics Awareness of University Student Athletes (대학 학생선수의 스포츠윤리 인식 분석)

  • Choi, You-Lee;Lee, Yong-Kuk
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.569-576
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    • 2019
  • The purpose of this study was to analyze the sports ethics awareness of college student athletes. To this end, data was collected from 312 college student athletes. The collected data were analyzed by descriptive statistic and chi-square analysis by the experience of college student athlete's intentional defeat, recognition of intentional defeat, cause of match-fixing, and necessity of sports ethics education. The conclusions are as follows. First, 7.1% of the college students had experienced losing intentionally. Second, 16.3% of the college student athletes did not perceive intentional losses irrelevant to gambling as match-fixing. Third, the college student athletes perceived that the causes of match-fixing included illegal pursuit of profits, environmental factors, human relationships, lack of education, etc. Fourth, 8.1% of the college student athletes viewed that sports ethics education is necessary. This study can be used as a basic data of sports ethics education for student athletes and it is expected to grow as a student player who can maintain moral character.

Subjectivity Study for Digital Game Players: Based on Game Classification Factors (디지털 게임 플레이어의 주관성 연구: 게임 분류 속성을 중심으로)

  • Lee, Hyejung;Min, Aehong
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.275-287
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    • 2019
  • As game players have been more diverse and new features of digital games have been emerged in recent days, it is important to find out and understand how recent game players recognize and classify digital games. Thirty game players conducted Q-analysis of twenty-nine Q-statements extracted from previous studies on game typology. By using a QUANL program, three different types were revealed. For game classification, 'Physical Environment Centric Players' type highly values external game elements from the outside perspectives. 'Contents Centric Players' type considers internal game elements as the most important criterion. 'Emotional Experience Centric Players' type values his/her subjective feeling and thoughts. Based on this study, it is expected to make a contribution in developing a framework of game players with their perspectives on game classification.