• Title/Summary/Keyword: 게임놀이

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A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game (비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로))

  • Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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클릭, e업체- 국내 최초 에듀테인먼트 체험관‘신나는 공부나라’

  • Sin, Jong-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.52-53
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    • 2004
  • 한국문화콘텐츠진흥원이 운영하는 역삼동 문화콘텐츠센터에 게임을 즐기며 학습효과를 올릴 수 있는‘에듀테인먼트 공부나라’가 지난달 7일 문을 열었다. 국내 최초의 에듀테인먼트 체험관인 공부나라는 한글.영어 등 8개 영역으로 구분된 70여종의 콘텐츠를 자유롭게 체험할 수 있도록 구성돼 어린이들에게 새로운 놀이문화를 제공할 전망이다.

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Course Probability of Yut according to Starting Order (출발순서에 따른 윷말의 코스 경유 확률)

  • Cho, Daehyeon
    • The Korean Journal of Applied Statistics
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    • v.28 no.3
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    • pp.443-455
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    • 2015
  • The Korean game of yut is a traditional games that everyone can enjoy regardless of gender or ages. Yut consists of four sticks with a Head and Tail. We are interested in the course probabilities in the game of yut that are different according to the starting order of the four pieces of yut. So we consider the probabilities of five results of yut which we toss according to the probability of Head. We calculate probabilities according to 4 courses where one piece of yut can go through in a yutpan according to the starting order of each piece of yut.

The Effects of the Group Game Play Therapy on the Improvement of Emotional Intelligence and Self-Esteem of Institutionalized Children (집단게임놀이치료가 시설보호아동의 정서지능과 자아존중감 향상에 미치는 효과)

  • Suk, Ju-Yeung;An, Ok-Hee;Park, In-Jeon
    • Korean Journal of Human Ecology
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    • v.15 no.5
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    • pp.703-718
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    • 2006
  • This study was designed to examine the effects of the group game play therapy(GGPT) developed for enhancing emotional intelligence and self-esteem of institutionalized children. The participants were fifty-seven institutionalized children, residing in D city. Twenty-seven subjects were assigned to an experimental group in which the GGPT is practiced and thirty subjects were assigned to a control group in which a game play is practiced. Each group participated in a sixteen-session program twice a week during eight weeks. The data were analyzed by a SPSSWIN 10.0 program. ANCOVA and F-test were used to examine the effects of GGPT of the experimental group. The major results of this study were as follows. Firstly, the level of subject's emotional intelligence of the experimental group got higher than that of the control group. Secondly, the level of subject's self-esteem of the experimental group got higher than that of the control group.

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Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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The Method for Systematic Classification and Searching of the Game Software Fun Element (게임 소프트웨어 재미요소의 체계적인 분류와 탐색방법)

  • Lee, Seung-Hun;Kim, Se-Kyu;Rhew, Sung-Yul
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1506-1513
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    • 2010
  • Game Software is the high-value industry that is based on fun elements. To develop Game Software successfully, the method for systematically classifying and searching about fun elements needs. However, fun elements of game are still made by game developers 'experience', and have ambiguities about what are considered at development phase because of difference between viewpoints and definitions about them. We structured 9 groups and 34 fun elements after that 50 fun elements elicited from existing literature are classifies and refines by statistical analysis. And we found a omitted area with the result that the classified elements are applied to Roger Callois's Theory. Finally, we elicited new elements of omitted areas from web site and searched 1 group and 4 fun elements.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

The Comparison of the Traditional Boardgames and Their Improvement scheme - Focused on Chinese Chess Game (중외전통보드게임의 비교 및 개선방안 -중국 장기게임을 중심으로)

  • Li, Xuanxin;Lee, Wan-Bok;Kyung, Ryuyung-Pyo;Lee, Dong-Lyeor;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.669-677
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    • 2013
  • Traditional Chinese Boardgame as the Chinese national traditional culture has experienced thousands of years. But the rules of the game did not change. Since today, the game mainly concentrated in the old age. In recent years also born some Chinese chess improvement scheme, they changed chessboard shape, the user number, chess rules and so on, but did not pop up. This paper is the development of the Chinese chess, improvement plan to do a survey, and with the game interesting elements as the center is analyzed.

The Persona of Digital Space for Avatar Design (아바타 기획을 위한 디지털 공간의 페르소나)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.33-43
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    • 2009
  • The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.

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A Study on the Internal Characters of Gambling Games (사행성게임의 내재적 특성에 관한 고찰)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.1-12
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    • 2007
  • This paper attempts to pursue the internal characters of gambling games. After examining the concepts of gambling and arranging related theories, we found that gambling games have 3 factors of technical intervention, betting and ratio of payment. The betting is subdivided 3 factors of existence of betting, unit speed of betting and extendibility of betting. These factors may be used to a framework of conceptual analysis to gambling games. If social and cultural factors can be added to these factors, gambling games can be comprehensively and empirically analyzed.

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