• Title, Summary, Keyword: Experience Game

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The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game (게임-확장공간에서의 '게임적 신인류'의 형성 : 체감형 게임을 중심으로)

  • Kim, Jae-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.3-13
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    • 2010
  • This paper focuses on the sequences between game performance, game experience, game generation. Present-day the game has powerful effects to form new human species as game generation. Especially, the experience game is important because it could have one of the most powerful effect by characteristics of own interface. First of all, this paper analyzes a experience of the experience game and researches the game-extended space. Secondly, We create concept of 'new game generation' in order to explain new human species on the experience game. So we can reveal the social meaning of accelerated present state by the experience game through this new analysis.

The Gamification study for Urban Regeneration design : Focusing Game Mechanics & PX(Player Experience) in Gamification (도시재생 게이미피케이션 연구 : 게임메카닉스와 PX(플레이어 경험)를 중심으로)

  • Kim, JungTae
    • Journal of the Korean Society for Computer Game
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    • v.30 no.2
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    • pp.143-159
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    • 2017
  • This paper is to show how electronic game components can galvanize into the outdated regions. The purpose of this study is to research on game mechanics and PX(player experience) for the interactive urban regeneration design with gamification. Urban regeneration involves the old public, private and community sectors to improve the quality of urban life and to reach a sustainable development of urban economic. The gamification is the idea of using game-thinking and game mechanics to solve problem and engage players, so theoretical background of gamification is based on game design studies such as game components and MDA framework which consists of mechanics, dynamics, and aesthetics. Most of researchers regard game mechanics as game components and converse, but game mechanics is representative of these two terms. So this paper treats game mechanics as the first effective factor for successful urban renewal. Such games which have huge fans bring the powerful and manipulated user experience, a well-gamified applications can provide players (stand for users, audiences, customers, clients, buyers, learners, patients, soldiers, etc) with the supreme user experience, aka PX(player experience) causing playful behavior and a positive mindset. The main goal of gamification of urban regeneration is to encourage greater engagement in renewed town people(player) and aiding in creating richer experiences in everyday life events through game mechanics and PX. Also this paper shows tens of gamification ideas for interactive urban revitalization.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

A Study on the Importance of Initial Experience of Mobile Game (모바일 게임의 초기 경험요인 중요도 연구)

  • Lee, Won Young;Kim, Sung Woo
    • Journal of the Korean Society for Computer Game
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    • v.30 no.3
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    • pp.11-18
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    • 2017
  • Mobile games' proportion in domestic game industry has been rising steadily every year and in next couple of years, it is likely to surpass online games. Considering that mobile games' lifespan is very short compared to online games, recognizing the user's needs at the beginning is important. However, there is a lack of research in such game field. This research is about mobile games' initial experience importance in temporal viewpoint. Furthermore, it has verified whether this depends on user's characteristic. I have conducted observation experiment on users of 'Lineage M', mobile MMORPG game, for one week starting from the game launch and deducted the importance of initial experience using AHP analysis. Moreover, by analyzing the differences in users' proficiency, the research provides understanding of diverse users. In conclusion, this research provides basic data for improving satisfaction of initial game users and extending them to long-term game use.

Remediated Aura Experience through Game+Art (게임+미술을 통한 재매개된 아우라 경험)

  • Huh, Yoon Jung
    • Journal of the Korean Society for Computer Game
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    • v.30 no.1
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    • pp.35-40
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    • 2017
  • This paper discusses how the encounter between the performance characteristics of a game and the media characteristics of media art convey the acceptance and perceptual experience of the spectacle aura based on the media installation work, which is in turn based on the game. The game is a one-time event. During this event, the game will give a true aura experience. A media installation that records a game performance has a media character because it works through the medium, but the aura is transformed into the form of other media through the process of remediation, rather than being collapsed by the change of media. In other words, as well as in a one-time experience, such as a game, the aura can also be experienced in repetition and duplication in media installation works. In conclusion remediated aura experience is discussed through the media installation work based on the game.

The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital (게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로-)

  • Seo, Tae Geon;Yang, Dong Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1408-1418
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    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • The Journal of Distribution Science
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    • v.17 no.8
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership (MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구)

  • Jang, Yei-Beech;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.87-94
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    • 2010
  • This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.

The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.