• Title/Summary/Keyword: RPG game

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Communication type of online game by gender (성별에 따른 온라인 게임의 커뮤니케이션 유형)

  • Hong, Gi-ju;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.93-94
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    • 2017
  • Game players showed differences in their favorite genres according to gender and fun factors in games. Women prefer RPG, while men prefer RPG, FPS, and simulation. In addition, there was a difference in the type of communication in the game according to gender. Women showed SNS chat, and men preferred party play. People who chat regularly tend to communicate with others while playing games. The smaller the age, the more tendency to communicate with others. Also, 54% of the respondents said they do not chat while playing games. The reason for this is that they have experienced insult or discomfort through chats during the game.

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Prototype of Procedural Quest Generation in Persistent RPG via Non-Player Character (영속적 RPG 게임에서 NPC중심의 창발적 서사 생성 연구)

  • Jeong, Bo-Gyun;Ryu, Eun-Seok;Kang, Sin-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.49-50
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    • 2014
  • 본 논문은 영속적 RPG게임에서 사용자에게 제공되는 퀘스트 유형의 절차적 생성 기법에 대한 연구이다. 영속적 월드(persistent world) 환경은, 게임 사용자를 포함한 다양한 게임 구성 자원간의 상호작용을 통해 서사를 생성하는 가상 월드의 특징을 가지고 있다. 본 실험은 서사의 핵심 자원인 NPC(Non-Player Character) 및 다양한 월드 자원들을 가진 가상의 영속적 월드 하에, NPC들이 창발적인 퀘스트를 지속적으로 생성하도록 하였다. 이를 통해 영속적 가상 월드의 NPC 자원들이 곳곳에서 창발적 퀘스트 유형을 지속적으로 생성하는 것을 확인 할 수 있었다.

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Development of Role-Playing Game (RPG) using biometric data (생체 데이터를 활용한 Role-Playing Game (RPG) 개발)

  • Sung-Wook Han ;Myung-Jin Go ;Beom-Jin Ham;Sung-Yong Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.965-966
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    • 2023
  • 본 논문은 사용자의 생체 데이터를 기반으로 하는 Role-Playing Game(RPG)의 개발과정과 특징에 관하여 다룬다. 온라인 게임과 실제 생체데이터를 결합하여 게임 이용을 통한 건강 습관 촉진을 목표로 한다. 사용자의 생체 데이터는 게임 내 캐릭터의 능력치로 환산되며, 게임 플레이를 통해 건강한 생활습관과 운동 동기부여가 이루어진다. 교육과 의료 분야에서의 활용 가능성도 탐색되며, 미래 지향적인 게임의 새로운 방향성을 제시한다.

A study on MMO RPG Online Game through Roger Callois's Theory (로제 카이와(Roger Caillois)의 놀이론을 통한 온라인 게임 고찰)

  • 안상혁
    • Archives of design research
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    • v.17 no.1
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    • pp.119-126
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    • 2004
  • MMO RPG Online game as a new means of human computer interaction has been made rapid progress. Even though many kinds of online game have published, few games are being well received by its user. So we have a problem to be solved what is the fundamentals to attract game users. I will apply a game theory of the Roger Caillois who lived as an typical french thinker. Although Roger Caillois had never experienced a computer game since he died at 1978, his game theory was acknowledged that a game can be classified into four sections to grab the human's interest related with culture. Four sections of game were consisted of Ilinx, Mimicry, Alea, and Agon. The competition with people in game is essential to "Agon" that which stands on the basis of a pride when one is definitely superior to the others. In same way, "Alea" is that which stands on the basis of fortune, Mimicry is that which stands on the basis of simulation, Ilinx is that which stands on the basis of dizzy. In conclusion, I will explain that a game theory of the Roger Caillois is useful tool for deveoper to understand game fundamentals.d game fundamentals.

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The Effects of Narrative Therapy Group Counseling Program Using Role-Playing Game Format on Happiness and Negative Emotions in Children (롤플레잉게임 형식을 활용한 이야기치료 집단상담 프로그램이 아동의 행복감과 부정적 정서에 미치는 영향)

  • Kim, Bo-Kyung;Bae, Sung-Hoon;Chung, Eun-Jung;Hwang, Soon-Taeg
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.271-284
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    • 2018
  • The purpose of this study was to examine the effects of the narrative therapy group counseling program using RPG(Role Playing Game) format on happiness and negative emotions in children. The subjects of this study were 30 elementary school students who were referred to emotional and behavioral problems in a mental health center or elementary school in Seoul. They were allocated into an experimental group and a control group containing 15 students. Experimental group received a 60-minutes-session per week for 8 weeks. As a result, negative emotions of the experimental group statistically and significantly decreased compared with the control group, as well as the happiness. Results after 20 days showed that was maintained. In conclusion, the narrative therapy group counseling program using RPG (Role Playing Game) format in this study was found to be effective in reducing negative emotions and increasing happiness.

The Distributed Server Model for the Evolutionary Online RP G (진화하는 온라인 롤플레잉 게임을 위한 분산형 게임 서버 모델)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.36-41
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    • 2002
  • Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.

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The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

Satisfying Desires Using Auto-Combat in Mobile RPG (모바일 RPG 자동전투 기능을 통한 욕망 충족 양상 연구)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.29-38
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    • 2015
  • The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.

Design and Development of the TPS action games Integrated with RPG (RPG를 융합한 TPS 액션 게임 설계 및 구현)

  • Kim, Hyun-Jun;Park, Dong-Won
    • Journal of the Korea Convergence Society
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    • v.7 no.3
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    • pp.143-148
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    • 2016
  • This paper analyses the main aspects the aspects of the Third-person shooting game and then investigates the released TPS games which are integrated with Role-playing game types of genres. Then we propose the technical points in designing and developing of the integrated action games to increase the immersion in playing the games. Also we propose the artifice in order to cut down the cost and enhance the portability to the mobile platform.

RPG Game using RPG Maker VX Ace Based on Ruby (루비 언어 기반의 게임 제작 도구를 이용한 롤플레잉 게임 개발)

  • Kim, Da-Yoon;Kim, Jongwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1039-1042
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    • 2017
  • 본 논문은 루비(Ruby) 언어를 바탕으로 만들어진 게임 제작 도구 RPG Maker VX Ace를 이용하여 제작한 방탈출 게임의 구현 논문이다. RPG Maker VX Ace는 기존의 게임 개발 도구나 게임 엔진과는 다르게 낮은 진입장벽으로 비전문가들도 원활히 게임을 제작할 수 있도록 하는 환경을 제공한다. 본 연구에서는 비전문가들도 쉽게 사용할 수 있는 게임 제작 도구를 이용하여 RPG게임 시장에 접근성을 높이고 게임의 다양성을 확대하여 IT강국인 한국의 게임 시장 경쟁력을 강화할 수 있는 방안에 대해 고찰한다. 또한 RPG Maker VX Ace를 이용한 방탈출 게임의 프로토타입 개발 사례에 대해 분석함으로써 게임의 프로그램 구성을 제시하며 다른 RPG게임들과 차별화된 특징을 제시함으로써 게임이 상용화되었을 때의 기대효과에 대해 다루고 있다.