• Title/Summary/Keyword: fun factor

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Balance for Fighting System between Characters (캐릭터간의 대전 시스템을 위한 밸런스 구현)

  • Park, Chan-Il;Yang, Hae-Sool
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.23-30
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    • 2007
  • Game balance is an very important factor for game design, it is necessary factor to make game more fun. Most of game companies have been using their own balance method for successful game development. An efficient balance method always can't guarantee successful game development but it is true for game developer to need standard balance method for efficient game development. Fighting system between characters is mainly implemented in genre including action. Direct balance factors for fighting between characters are their characteristics and attack patterns. In this paper, We identify direct balance factors for game including fighting system between characters and propose mathematical method for it.

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An Assessment System Model for Game Satisfaction Degree to Establish Game Development Strategy (게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구)

  • Ham Hyung-Bum;Lee Yang-Sun;An Chang-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1630-1638
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    • 2004
  • The ultimate purpose of game production is to make a game which satisfy game players and to sell maximum of products. In this paper, we suggest an assessment system model which can evaluate game satisfaction degree quantitatively, for preparing foundations that can make games which the suppliers and demanders of game business want. For it, we computed weight of constituent factors for game with AHP method based on survey, and quantified degree of satisfaction for genre of games to score. Also we analyzed affective factors for game satisfaction by SEM using LISREL software. In result, the greatest affective factor for game satisfaction is fun. For making the game with high degree of satisfaction, we propose that constructive investment and enough technology for fun are needed.

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An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

A Study on the Application of Coding Education through Gamification for Tourism Experience - Focusing on "Computational Thinking" Factor Analysis - (관광경험 증대를 위한 게이미피케이션 코딩교육 활용 방안 - 컴퓨팅 사고력 요소 분석 중심으로 -)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.403-409
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    • 2020
  • Gamification can be more fun and interesting than boring and it can be used for variety of educational subjects. Through the fun and flow of the learner, the learner understands the meaning and context of the problem to be solved. It will be able to collect, analyze and creatively solve data in a way that computers understand. Training through gamification will be an effective and memorable coding education for the efficient learning of coding education among the newly designated compulsory education. It is considered to be highly useful as a convergence study to increase tourism experience. Currently, in the field of school, coding education is mainly conducted using entry and scratch, which are educational programming languages, and coding education using gamification is not extensively used in the current education field. It is also expected to be used to increase the tourism experience, and it can be used to enhance the learner's computational thinking ability and creativity.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Study on the use factor of the Cyber Home Learning Service (학습자의 사이버 가정학습 사용 요인에 관한 분석 연구)

  • Heo, Gyun
    • Journal of Internet Computing and Services
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    • v.9 no.3
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    • pp.159-167
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    • 2008
  • The purpose of this study is finding factors affecting the students' use of the Cyber Home Learning Service System and exploring the direction of this system. It is based on the TAM(Technology Acceptance Model) and the result of the previous studies, six external and three internal factors influencing the sue of Cyber Home Learning Service System were extracted. The participants were 201 elementary school students in Pusan. The response of the questionnaire was gathered by online survey system. To analyze the data and the hypothesis, multiple regression and factor analysis were explored. The result indicated that (a) "usefulness" and "future-intention" affected statically to the use, (b) "usefulness" to the future-intention, (c) "subjective judgement", "fun", and "ease of use" to the usefulness, (d) "self-efficiency" and "contents quality" to the ease of use.

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Consumers' Commitment and Its Multi-Dimensional Structure (소비자 관계몰입의 다차원성에 관한 연구)

  • 이수진
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.3_4
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    • pp.527-538
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    • 2004
  • Despite the importance of and the vast empirical research attention devoted to commitment in channel relationships, several unresolved issues remain. First, although the term commitment is often measured as a single trait, measuring commitment as a single dimension, is problematic for the epistemological depth and methodological sophistication of the instrument. Second, consumer research has seldom considered the complex nature of commitment in consumer markets. This study hypothesized that the multidimensionality of commitment can be separately identified and that the multidimensional factors-LY(Loyalty), ID(Identity), INT(Internalization)-interact differently from those in inter-fun relationships. A conceptualization of commitment holds LY as a central mediator between ID and INT in this study. The data was collected from 491 retail consumers. For the measurement model test, the three-factor model was selected as representing the underlying factor structure in the sample data and the multidimensionality of commitment was confirmed. The conceptualized model, holding LY as a mediator of ID and INT, performed better than the competing model with INT as mediator of ID and LY. The results provide a theoretical contribution in furthering the research on relationship marketing with consumers by suggesting that the consumer commitment structure be presented differently from the organizational commitment.

The Effect of Fashion Brand Personality on Consumer's Brand Identification and Brand Loyalty (패션브랜드 퍼스낼리티가 소비자의 브랜드 동일시 및 브랜드 충성도에 미치는 영향)

  • Jang, Soo-Jin;Rhee, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.88-98
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    • 2008
  • The purpose of this study were to examine the effect of fashion brand personality on the consumer's brand loyalty and to investigate the role of brand identification as mediator. The questionnaire data from 218 women who had purchase experience of fashion luxury brands were collected. Factor analysis and multiple regression analysis were used in data analysis. The results of this study were as follows. First, the consumer's fashion brand personality was composed of eight factors; Status-oriented, appearance-oriented, trend-oriented, leisure-oriented, physical activity-oriented, self achievement-oriented, fun-oriented and relation-oriented factor. Second, brand identification had significantly influence on brand loyalty. Third, fashion brand personality significantly influenced on brand loyalty and brand identification. Especially, the status-oriented, appearance-oriented, trend-oriented and self achievement-oriented fashion brand personality was proved to have a crucial role in brand identification and brand loyalty. Fourth, the status-oriented, appearance- oriented, trend-oriented and self achievement-oriented fashion brand personality had both direct and indirect effects on brand loyalty mediated by brand identification.

An Exploratory Study on Entertaining Apparel Shopping Experiences of College Students

  • Lee, Mi-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.6
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    • pp.1021-1032
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    • 2010
  • This study explores the perceptions of fashion consumers on entertaining shopping experiences and investigates the factors important to the creation of these experiences. A convenient sample of 100 was used for the exploratory survey. Respondents were asked to complete open-ended questions (e.g., describe a recent store shopping trip that you remember as being pleasurable and entertaining) on a standardized form. A total of 97 questionnaires were completed and used for further analysis. Six entertaining shopping factors were identified: store-related factors were merchandise, service, the store environment, and events; customer-related factors were customer resources and social aspects. Five non-entertaining shopping factors were identified: the store-related factors were merchandise, service, and the store environment factor; customer-related factors included customer resources and social aspects. A survey with a convenient sample of 200 college students was administered to examine the importance of entertaining and non-entertaining factors. The merchandise factor (which includes products assortments and price-related items) were rated as the most important part of the entertaining store-shopping experience, followed by service factors in the store category, and customer resources in the customer category.