• Title/Summary/Keyword: game concept

Search Result 304, Processing Time 0.025 seconds

A Concept of Escape Room and Storytelling Design (오프라인 방탈출 게임의 개념과 스토리텔링 구조 유형 연구)

  • Kim, Soowan
    • Journal of Korea Game Society
    • /
    • v.21 no.5
    • /
    • pp.29-40
    • /
    • 2021
  • This study investigates concept of escape room game and sorting story type based on 428 games at 141 escape room actually played. The classification were processed by Act 3 of Trottier, and as a result of the investigation, result shows three story types in offline room escape games. As for the types shown as, reason, condition and purpose of escape are guided before entering the room; a+b+c, purpose of escape is guided before entering the room but conditions for escape should be determined through play; a+b(c), and finally figure out the condition, purpose of the game during the play;(a+b+c).

An Exploratory Study on the Extraction of Game Addiction Factors (게임 중독 요인추출에 관한 탐색적 연구)

  • Park, Jeong-Eun;Kwon, Hyeog-In
    • Journal of Information Technology Services
    • /
    • v.6 no.3
    • /
    • pp.163-177
    • /
    • 2007
  • This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category 'regular user', 90 points and 114 between the terms 'potentially dangerous user' and 13 percent of the overall. Finally, more than 115 points in the 'high-risk user' has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.

Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
    • /
    • v.22 no.2
    • /
    • pp.227-253
    • /
    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

A Study on Screen Layout Design for The Younger Game Users (저연령층 게임유저를 위한 Screen Layout Design 연구)

  • Lee, Ji-Won;Kyung, Byung-Pyo
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.25-31
    • /
    • 2005
  • Game interface can be described as a method for communicating the information of the game, and with increase in complexity of the game and the role of interface also becomes complex. MMORPG of the present has a greater capacity than the RPG of the past, and because there are many information game users need to know such as uniqueness of the character, maturation system, beginning users who encounter MMORPG for the first time have difficulties in grasping the concept and the information of the game. Therefore, an interface design that assists theusers in understanding and adjusting to the game is needed. For the purpose of this dissertation, a study was conducted for an MMORPG screen layout design that enables quick understanding of game information for the inexperienced younger game users.

  • PDF

A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.121-129
    • /
    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.

A Study on Sampling and Association Relation of Class to Express Game Software Characteristics (게임소프트웨어 특성을 표현하기 위한 클래스 추출과 연관관계에 관한 연구)

  • Kim Yong-Sic;Cho Hyun-Hoon;Rhew Sung-Yul
    • The KIPS Transactions:PartD
    • /
    • v.13D no.4 s.107
    • /
    • pp.619-624
    • /
    • 2006
  • Currently domestic game market rapidity is developmental but the game production process does not become systematization. Also it is bringing the failure of game that problem point of conversation between game planner and game developer.. The research which to conversation between game planner and game developer it sees does extracting a game element to expressed game characteristics from the product for game planning and it change extracted element into class and In order to express the relationship of element for it presents a relationship of class. Instance research it leads. It grasps a relationship among extracted classes and it supports systematic game planning.

Resource Allocation in Multiuser Multi-Carrier Cognitive Radio Network via Game and Supermarket Game Theory: Survey, Tutorial, and Open Research Directions

  • Abdul-Ghafoor, Omar B.;Ismail, Mahamod;Nordin, Rosdiadee;Shaat, Musbah M.R.
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.11
    • /
    • pp.3674-3710
    • /
    • 2014
  • In this tutorial, we integrate the concept of cognitive radio technology into game theory and supermarket game theory to address the problem of resource allocation in multiuser multicarrier cognitive radio networks. In addition, multiuser multicarrier transmission technique is chosen as a candidate to study the resource allocation problem via game and supermarket game theory. This tutorial also includes various definitions, scenarios and examples related to (i) game theory (including both non-cooperative and cooperative games), (ii) supermarket game theory (including pricing, auction theory and oligopoly markets), and (iii) resource allocation in multicarrier techniques. Thus, interested readers can better understand the main tools that allow them to model the resource allocation problem in multicarrier networks via game and supermarket game theory. In this tutorial article, we first review the most fundamental concepts and architectures of CRNs and subsequently introduce the concepts of game theory, supermarket game theory and common solution to game models such as the Nash equilibrium and the Nash bargaining solution. Finally, a list of related studies is highlighted and compared in this tutorial.

A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.45-56
    • /
    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
    • /
    • v.14 no.4
    • /
    • pp.493-503
    • /
    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.

A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.129-138
    • /
    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.