• Title/Summary/Keyword: 게임학과

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Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

A Study on the Marketing Performance of Self-character Identification and Relation Internalization in MMOPRPGs (MMORPG의 자아-캐릭터 동일시와 관계 내재화가 마케팅 성과에 미치는 영향)

  • Lee, Yongkuk;Hong, Seongtae;Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.111-122
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    • 2021
  • MMORPG game is an industry that is growing fast through COVID-19. This study confirmed the factors that influence the self-character identification and social relation internalization of MMORPG games and identified the factors that affect the intention to purchase items and the intention to continue play. According to the PLS analysis, the influence of the character characteristics and social characteristics of MMORPG on self-character identification and game commitment was significantly confirmed. In addition, the relationships between these mediating variables and user behavior were tested. The results of this study suggested the importance of researching MMORPGs' game characters and could be used to improve the competitiveness of MMORPG game companies.

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 Importance of Design Elements of Game Character Customizing: Focused on Mobile & Video Games (게임 캐릭터 커스터마이징 디자인요소의 중요도 연구: 모바일 게임과 비디오 게임 중심으로)

  • Nam, KiTeok;Kihl, TaeSuk
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.99-110
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    • 2020
  • This study was conducted as follows. First, the game character design elements have been arranged so that the player's personality can be reflected in the character customizing. Second, the importance of design elements in mobile games and video games was derived through AHP. Third, through the difference in importance, the direction of character customizing improvement was suggested. External appearance in mobile games and the action in video games is evaluated as overwhelmingly important. Therefore, it is necessary to diversify the appearance in mobile games and the action in video games.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

A Study on the Concept and Characteristics of 'Healing Games' : Focusing on Comparison with Medical Serious Games ('힐링 게임'의 개념과 주요 특징에 관한 연구 : 의료용 기능성 게임을 중심으로)

  • Lee, Sung Je;Bae, Sang-Joon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.744-761
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    • 2021
  • Recently, public interest in Healing Games is increasing. But, due to the absence in an agreed concept, an academic discussion on the healing games has not commenced. Thus, this study proposed a concept for the 'Healing Games' and sought to draw key features. First, a comparison between healing games and medical serious games were compared to confirm that key concept of healing games. Afterwards, healing games were selected and reviewed to identify the narrative, structural and sensory features.

A Usability Study on Game Development using University Curriculum (대학 커리큘럼을 통한 게임개발의 사용성 연구)

  • Ahn, Duck-ki;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.331-339
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    • 2019
  • This study is analytical prototype and usability studies centering on game development for game major in university curriculum by the collaboration of professor and students. The study set up the assumption of successful game development throughout the school curriculum initialized by fifteen weeks of time period. In the previous study, we defined the responsibility of positional personnel, and possibilities of current game majored school from both USA and Korea. The study aimed to analyze the productional guideline for the game development courses by conducting a usability survey from the groups of potential participants.

A Study on The Improvement of Mobile Coloring Book Game Interface (모바일 컬러링 북 게임 인터페이스 개선방향 연구)

  • Lee, Jun-Hee;Jung, Hyung-Won
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.109-118
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    • 2019
  • This paper shows the need to study the commercialized color book game screen composition and manipulation interface type in order to enhance the utilization of the serious game mobile coloring book game, which is utilized from the learning of color sense in modern people and children to the hobby life of adults or old people. For the healing of modern people, we are going to look at the design configuration of game screen interfaces in simple and fun mobile coloring book games, and propose a new way to improve interface design that improves uncomfortable design by organizing and analyzing basic interface UI design types.

Compare View Styles in the Smartphone AR Car Driving Game (스마트폰 AR 차 운전 게임에서 사용자 시점 비교)

  • Shin, Ji-Hye;Kim, Seungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1009-1011
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    • 2021
  • 게임에서 플레이어에게 시각적으로 제공되는 환경을 View라고 하는데, View의 전환만으로도 전혀 다른 게임의 경험이 가능하다. 본 논문에서는 car racing game에서 View의 전환에 따른 게임의 경험 차이를 비교하였다. 우리는 ARcore 라이브러리를 사용하여 AR car racing game을 구현하였고 virtual joystick을 사용한 Interaction 방법을 구현하였다. Top down view와 first person view의 차이점이 플레이어의 실감에 어떠한 영향을 미치는지 연구하기 위해 두 view을 구현하여 pilot study를 수행하였다.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.