• Title/Summary/Keyword: 게임활용

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How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method (경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로)

  • Kim, Sang-Soo
    • Information Systems Review
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    • v.7 no.1
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    • pp.41-63
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    • 2005
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is Business Simulation Game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper introduce a business simulation game developed by joint effort of business professors and a software firm for last three years and suggest the method of business education using this business simulation game. First of all, the development process, architecture and procedure of business simulation game are summarized. From a perspective of business education, the effect and advantage of business simulation game, sample syllabus, course outlines, users, missions and evaluation method are also addressed.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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Game Concept Design using Focused Group Interview (Focused Group Interview를 활용한 게임 컨셉 기획)

  • Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.451-453
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    • 2020
  • 본 논문에서는 게임 컨셉 기획을 보다 효율적으로 수행하는 방법론을 제시한다. 게임 기획을 위한 방법론에 대한 연구는 아직 많지 않으며 특히 초기 단계의 게임 컨셉 기획을 위한 방법론은 연구결과를 찾아보기 어렵다. 따라서 본 논문에서는 Focused Group interview를 사용하여 게임 컨셉을 기획하는 방법론을 제시하고 이를 활용하여 게임 기획을 하고자 하는 20대 초반의 인원을 대상으로 적용하여 본다. 대상 인원을 개별 그룹과 팀을 구성한 그룹으로 나누어 적용하여 개인별 게임 컨셉 기획과 팀별 게임 컨셉 기획에 있어서 이 방법론이 효율성에 차이가 있는지에 대하여 알아보며 동시에 이 방법론이 적용 가능한 대상에 대하여 살펴본다.

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Analysis of Interest Areas using Game Concept Design Methodology using Focused Group Interview (FGI를 활용한 게임컨셉기획 방법론을 이용한 관심 분야 분석)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.61-62
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    • 2024
  • 게임을 개발하는데 있어 게임 컨셉을 설정하는 것은 게임 개발에 참여한 개발자들이 하나의 목표점을 정하고 게임을 개발하게 하는 장점이 있으며 참여한 모든 개발자들이 자신들의 역할을 수해함에 있어서도 함께 가고자하는 방향성 및 개발하고자 하는 게임의 방향성을 설정하여 단계별로 개발하는데 중요한 시작점을 시사한다. 기존에 제안된 FGI를 활용한 게임 컨셉 디자인 방법론에 의하여 도출된 핵심 단어들을 분석하여 현재 젊은 개발자들이 어떠한 영역에 관심을 가지고 있는지에 대한 분석은 보다 성공적인 게임 개발 목표를 명확히 할 수 있다.

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A Design of On-Line Quiz Game through Character for Computer Study (컴퓨터 학습을 위한 캐릭터활용 온라인 퀴즈게임의 설계)

  • 한병래;송기상;홍지영
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.687-689
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    • 2000
  • 정보사회가 되면서 새로운 교수방법들이 많이 개발되었고, 컴퓨터의 발전으로 과거에는 나타날 수 없었던 새로운 형태의 게임들도 존재한다. 본 논문은 컴퓨터 학습을 하는 방법에 있어 캐릭터를 활용한 온라인 퀴즈게임을 이용하였다. 퀴즈게임은 학습자의 흥미도를 높일 수 있고, 계속적인 학습자 관찰이 가능하여 학부모와 교사에게 전자우편으로 결과를 피드백 해줄 수 있는 특징이 있다. 이 퀴즈 게임을 개발하는데 요구되는 사항과 특징들을 설계 상에서 살펴보고, 아이템과 시스템에 요구되는 각종 자료 구조를 설계하였다. 이 시스템을 통하여 학생들은 서로 협동하게 되고, 경쟁을 통하여 학습의 효과를 높일 수 있을 것이다.

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A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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