• Title/Summary/Keyword: the experience game

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Dementia Prevention Game that Focuses on Entertainment Experience (사용자의 유희적 경험을 중시한 모바일 치매 예방 게임)

  • Park, SeoYoon;Ko, Eunbi;Park, Siwon;Lee, SeungAh;Choi, JongIn;Park, SuE
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.137-139
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    • 2022
  • Dementia is known as the most feared disease by the elderly. As Korea becomes an elderly society, the importance of preventing dementia has increased. However, most games to prevent dementia focus only on the function of prevention. Therefore, this study proposes a mobile dementia prevention game focusing on the user's entertainment experience by selecting those in their 60s as the user class. A survey of user interests and related literature was conducted, and based on the survey, a prototype was produced by applying the theme of barista job experience. As a result, users can experience the entertainment value according to their interests while improving four cognitive abilities effective in preventing dementia through games. Through this, this study expects an entertainment experience of preventing dementia for users in their 60s.

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Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.

Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

Fun Factors for User Experience Design (Fun Factors를 적용한 핸드폰 UI(Game적 요소를 적용한 핸드폰 UI))

  • Kim, Deok-Won;Jin, Young-Kyu;Woo, Joo-Kyung;Chung, Amy
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.27-32
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    • 2007
  • 핸드폰이 단순한 커뮤니케이션 도구에서 종합 엔터테인먼트 기기로 빠르게 진화되고 있으며 이를 뒷받침 하는 하드웨어와 네트워크 기술 역시 계속 발전해 나가고 있다. 또한 핸드폰이 다양한 기능을 제공하고 휴대폰에 내장된 어플리케이션의 종류가 많아 짐에 따라 UI에도 많은 변화가 일어나고 있지만 주로 사용성을 개선하는 기능적인 개선으로 치중되고 있는 상황이다. 본 연구의 목적은 핸드폰 UI를 새로운 관점으로 접근하여 '재미'라는 요소를 접목한 실험적인 UI를 기획하고 이를 적용하는 데 있다.

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A Study on Gamers' Game Acts and Play Time (게이머의 게임 행위와 시간에 대한 연구)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.71-80
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    • 2017
  • This paper presents an investigation into time in games. Many researchers have studied time in games including Jesper Juul (2004), arranging time in games according to the criterion of the concept of time in reality. Most of this research distinguishes internal time from external time in games. The present study, thus, examined internal time in games from the viewpoint of the observer, believing that the most important element of the game was gameness or play and further experience rather than the relationship between reality and games. Thus, the investigator classified internal time in games into "oriented time" and "non-oriented time" and examined the operations of those time classifications in the gamers' experiences.

The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

A fundamental study on game mecanic classification and interpretation-based game analysis methods. (게임메카닉 분류 및 해석 기반 게임분석방법에 관한 기초 연구)

  • Kim, Jae-Beom;Kweon, Yong-Jun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.73-84
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    • 2021
  • In this paper, we propose an analysis method that categorizes the Core that essential behaviors in game, the Primary that solves the game problem, and the Secondary that helps the Core and the Primary. The proposed method can analyze the genre similarity and characteristics of the game, the richness of the content, and the proficiency level of the game. case study were conducted to confirm whether the analysis items were consistent with the objective game experience. The results of this study are expected to be helpful in improving game design ability.

A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

A Study for Interaction of Board Game based on Open Markets (오픈마켓 기반 보드 게임의 상호작용에 관한 연구)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.128-130
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    • 2014
  • Digital products which is concentrated on function implementation are disregarded from consumers, while those that is interacting with human and user experience based on digital contents get to high royalties and preferences currently. This trend is the same as open market based on game fields. This paper aims to find the feature of proper interaction in board game on open market and derive the key design factor of them. After many literatures were reviewed, we found how to apply interaction factors to games. We expect to develop the game with the optimal user experience to apply the proper interaction to board game in domestic open market in the future.

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