• Title/Summary/Keyword: RPG game

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An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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A Study on The Characteristics of Game Theme : Focusing RPGs in USA and Japan (게임 테마의 특성에 대한 연구 : 미국과 일본의 RPG를 중심으로)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.41-50
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    • 2017
  • The theme is the core of the work in all media including the games. In order to develop successful games, it must effectively express the game theme. In order to express the game theme, it must be able to understand and to utilize the characteristics of the game theme. This Study extracted 11 characteristics of the game theme through the precedent literature research and found 4 core characteristics of the game theme through interviews with 11 experts. This Study conducted a survey about 4 core characteristics of the game theme in Final Fantasy X of Japan and Skyrim of USA. As a result, degree of an expression about 4 core characteristics of the game theme received high-rated in common(3.45~4.59 / 5). It may become guidelines for the theme studies in the other games. I will contribute to develop successful games through understanding and utilizing the 4 core characteristics of the game theme.

The Quality Evaluation Model for Mobile RPG (모바일 RPG의 품질평가모델)

  • Kim, Giuhyoung;Lee, Nam-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.457-460
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    • 2014
  • As to the rapid development of mobile technology, the era of 1-person 1-smart phone has come. Also, the application of smart phone became the part of our life. Especially mobile RPG(Role Playing Game) has the biggest market and the largest number of users. There could be no precise quality assessment result, if quality evaluation model of PC RPG game were applied to the mobile RPG. Thus, it is time to focus on new quality evaluation model for mobile RPG with the great reflection of smart phone attributes. In this paper, based on ISO/IEC 9126, the international standard of software quality, quality evaluation elements for mobile RPG were deducted. Then metrics for validation of elements were redefined and new quality evaluation model was proposed.

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An analysis of DIY Character System of Mobile Game (모바일 게임의 DIY 캐릭터 시스템 분석)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.423-429
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    • 2016
  • Character customization means a series of processes to build a characters. Mobile character customizing system is very scarce than Online RPG system qualitatively or quantitatively. In this paper, I will propose some effective elements about A DIY character system that must be suitable for the mobile environment system. The reasons why Select System is mainly used as the customizing system in RPG are as follows; First, the screen of a mobile device is small; Second, it is due to the space-time characteristics with which mobile games are played. In the middle of playing a game, a customizing system should be adopted in order for players not to feel bored. In addition, avatar's costumes should be continually updated.

A Study of UI in mobile game RPG (모바일 게임 RPG에서 UI에 대한 연구)

  • KIM, Do-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.311-314
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    • 2016
  • 본 논문에서는 특정한 모바일 게임 장르인 RPG를 선호하는 유저들의 성향과 매력적인 게임 UI는 무엇인지에 관해 다양한 방법 및 분석한 결과를 제시한다. 모바일 RPG게임에 진입함에 있어 사용자들이 거치는 프로세스를 알아보고, 매력적인 게임 UI는 어떻게 정의하는 가에 대한 것도 제시한다. 게임 UI의 외형이나 기능 등의 요소가 게임을 선택하는 데에 있어 어떠한 영향을 끼치는가에 대해서 알 수 있다. UI와 플레이의 연관성을 분석을 통해 요인을 알아보고, UI가 게임을 진입하는데 있어 사용자에게는 어떤 의미를 가지는가에 대한 것을 알 수 있다.

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Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.

A Study on the Rise and Success of Korean-style Collection RPG Genre (한국형 수집 RPG 장르 형성 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.327-337
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    • 2018
  • The Korean-style Collection RPG is a unique sub-genre of RPG developed in a new environment of the smartphone era. Based on CCG in Japan, the Korean collection RPG was able to have its own color by adding action style based on the experience of MMORPG development. Since the genre, many games have been released and have had amazing success. This success is not only limited to domestic but also extends overseas. In this study, I try to find out the reasons for the emergence and success of the Korean collection RPG, and analyze "Seven Knights", which has been a great success in Korea, and "Summoners War", which has achieved great success in the world. Through this, I will contribute to the competitiveness of Korean smartphone game industry.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

Exploration of Teacher's Perception and Educational Meaning of Middle School Physical Education Class Using Role-Playing Game (RPG) Format from the Constructivist Perspective (구성주의 관점에서 롤플레잉게임(RPG) 형식을 활용한 중학교 체육수업의 교사 인식과 교육적 의미 탐색)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.47-56
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    • 2023
  • The purpose of this study was to explore educational awareness and meaning by applying an role-playing game (RPG) type class based on constructivism in physical education class in middle school. Regarding the research method, data collection was conducted through in-depth interviews, observations, and related documents, and data analysis was performed using case record analysis, inductive category analysis method, and case extraction process. Results of the study First, in terms of teachers' perceptions, there are both positive and negative aspects of teachers' perceptions of middle school physical education classes using the role-playing game (RPG) format. Second, in terms of educational meaning, the educational meaning of middle school physical education classes using the role-playing game (RPG) format emphasizes the need for a systematic lesson plan and sufficient support system. In conclusion, positive attitudes toward physical education as well as educational implications can be formed, and the basic foundation of the constructivist physical education class method and its preparation are thought to be of greater significance than anything else.

A Study on the Usage Pattern of Auto System and User Recognition in Mobile RPG Game (모바일 RPG 게임에서 오토 시스템 활용 형태와 사용자 인식에 관한 연구)

  • Heo, Chang-Dae;Lee, Jyu-Ri;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.75-78
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    • 2019
  • 본 논문에서는 최근 모바일 RPG 시장의 판도에 영향을 끼치는 매크로(이하 오토 시스템)의 성공 요인과 그 환경적 배경을 연구하여 새로운 게임 경향을 파악하고 그 종류를 크게 3가지로 분류하여 게임의 수익적 관점에서 분석하고자 한다. 또한 그에 따른 유저들의 인식 현황과 플레이 형태를 연구하고 올바른 오토 시스템의 적용 모델과 나아가 바람직한 게임 개발에 대한 방향을 제시한다.

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