• Title/Summary/Keyword: game evaluation

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

Implementation and Design of Metadata and Quality Evaluation Management Systems for Educational Serious Game (교육용기능성게임을 위한 메타데이터와 품질평가 관리 시스템의 설계 및 구현)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.1020-1027
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    • 2013
  • Today, Educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation systems for providing useful quality evaluation information about educational serious game to user or developer. Although the existing metadata management system for serious game is developed, the system had not provided a function to manage the quality evaluation information for educational serious game. Therefor the development of quality evaluation management system of educational serious game is a very important challenge. We proposed design of the system for managing a metadata and a quality evaluation for educational serious game. The advantage of our system is that the system provide a lot of reliable useful information for general users and developers, and support an easy and convenient tool to manage the metadata and quality information to managers.

An Evaluation Model of Game Software (게임 소프트웨어의 품질 평가 모델)

  • Jung, Hye-Jung
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.115-125
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    • 2007
  • Game software is tremendous popularity in inside and outside of the country, so it rises market value. Therefore, it is important to study for the evaluation models of game software. In a general way, I think that ISO/IEC 9126 is the international standard of the software quality testing. Especially, game software quality has been more important on users and developers, so we need the compliance testing model of the game software. In this paper, we evaluate the game software quality objectively and quantitatively, we propose the software quality metrics of testing. Also, we propose the evaluation model of game software on the basis of international standard ISO/IEC 9126, six quality characteristic point of view. That is functionality, reliability, usability, efficiency, portability, and maintainability.

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The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

3-DAT Based Evaluation Method for Mobile Game Development Process (3-DAT 기반의 모바일 게임 개발 프로세스 평가 방법)

  • Lee, Ji-Won;Kim, Kyung-Sik;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.15-23
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    • 2010
  • The 4-DAT is a tool for analyzing general development process such as XP and Scrum. In this paper, we suggest a new evaluation method based on 3-DAT for mobile game. Since the 4-DAT has inappropriate evaluation items and unnecessary elements for mobile game development, a revised evaluation method which was optimized using three dimension. The 3-D based evaluation method have development context variables of 5 items and 20 detailed criteria. They were defined based on the theory of P.Abrahammsson, B. Boehm and R. Turner. For the experiment, We applied to five mobile game developments which were earned out for 4 months. It analyzed the three factors of the development teams dependence, inequity and flexibility. This study found that short-term mobile game developments can be completed with low risk when dependence is low, inequity is high and flexibility is high.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

Cognitive process to evaluate serious games for the elderly

  • Kim, Sung-Jin;Kim, Mi-Jin
    • International Journal of Contents
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    • v.6 no.3
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    • pp.30-37
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    • 2010
  • This paper aims to propose a cognitive evaluation model to be utilized in designing game devices and developing relevant software with the purpose of the prevention of dementia of the elderly among various types of serious games for the elderly intending to improve their physical, mental or social capability. Firstly, a serious game for the elderly has been developed based on the guidelines of the areas pertaining to existing hardware, software and contents. Secondly, a pre-experiment of the game targeting specialists has been conducted in order to re-establish a cognitive evaluation model for the developed result. Thirdly, the cognitive evaluation model for the serious game for the elderly that intends to improve their cognitive capacity has been materialized based on the experiment results. Given the fact that the scope of game contents, most of which used to be focused on teenagers, have been gradually expanding to cover wider range of social classes than ever before, it is expected that the results of this study could be utilized as a model that can verify the games and their contents with special purposes based on the cognitive evaluation of the users.

Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.1-9
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

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Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Performance Evaluation of IOCP Game Server and Game Variable Obfuscation Program (IOCP 게임 서버 및 게임 변수 난독화 프로그램 성능 평가)

  • Cha, Eun-Sang;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.71-82
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    • 2019
  • This paper analyzes performance difference between Unreal Engine's built-in network solution and IOCP server. To do this, we developed IOCP server and 3D game with Unreal Engine 4. Also we considered the game variable obfuscation program to prevent the modification of the memory of the code-modulated game hacking program. This paper used SCUE4 Anti-Cheat Solution, which is Unreal Engine's solution, to study preventing memory modification and to analyze performance trade-offs.