• Title/Summary/Keyword: 게임 특성 분석

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Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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A Study on Relationships Between Characteristics of Online Game Item and Game Users (온라인 게임 아이템 특성과 이용자 특성의 관계 분석)

  • Wi, Jong Hyun;Kim, Eunbi
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.113-122
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    • 2019
  • The study classifies online game users with two groups, which are users who purchase functional items and emotional items. This research used statistic tool, STATA MP, trying unpaired t-test to find relationships between two groups on payment intention and characteristics. The result shows that the users with functional items prefer community-oriented mind and interaction with other users while users with emotional items intend to consider item's design and superiority with higher purchasing satisfaction. The result of this study seems to give some implications to game companies when improving its purchasing system with charged items.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.237-250
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    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO (HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구)

  • Kim, Mi-Sun;Park, Jun-Hyung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.139-150
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    • 2016
  • The purpose of this paper is to study the internal side of game character for realistic characters, applying the HEXACO theory. To achieve this, we analyzed FIFA Online3 character's HEXACO based on the chaTacter features in game. The character does not have the all of the attributes of the present player. Therefore we reference the actual external evaluation keyword of players and analyzed HEXACO of actual players. The HEXACO of the character was complemented, comparing with the player's HEXACO. In order to apply to the game the character's HEXACO was simplified and divided by each position. Finally, we suggested a method of applying the character's HEXACO.

Comparative Analysis of 3D Open Source Game Engine (건설소음.진동규제 기준에 대한 문제점 개선방안)

  • Heo, Won;Hwang, Yo-Han;Kim, Dong-Kyun;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.718-720
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    • 2002
  • 본 논문에서는 3D 공개 게임 엔진에 대해서 간단한 소개와 함께 게임 엔진으로서 중요한 요소를 기준으로 비교분석 하였다. 개인의 개발연구용과 학교 및 연구소에서 비영리적으로 이용이 가능한 3D 게임 엔진에 대해서 간단하게 소개하며 각각의 특성을 비교 분석함으로써 더 많은 개발자들의 게임 엔진 연구에 효과적인 역할을 하였으면 한다.

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An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

A Study of Features by Avatar type according to Internet communication services (인터넷 매체 서비스 이용자의 아바타 사용에 따른 유형별 특성에 관한 연구)

  • Lee, Kyung-A;Jeong, Bong-Keum
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.270-277
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    • 2007
  • 가상공간에서 사용자들은 온라인 커뮤니티(Online Community)로 관계(Relationship)를 맺고, 같은 관심사를 가지고 공감대를 형성하는 일이 하나의 디지털문화로 형성되었다. 이러한 가상공간에서 자신을 대변할 수 있는 또 다른 나, 즉 아바타(Avatar)에 대한 선호가 증가하고 있으며, 사용목적에 따른 사용자 감성의 반영으로 아바타 디자인이 다양한 형태로 발전하고 있다. 아바타의 근원은 분신(分身) 화신(化身)을 뜻하는 산스크리스트어 '아바따라(avataara)'에서 유래되었으며, 인터넷시대가 열리면서 3차원이나 가상현실게임 또는 웹에서의 채팅 등을 즐길 때 사용자를 대신하는 그래픽 아이콘으로 표상되면서 인터넷 상에서 자신을 대표하는 분신으로 정의되고 있다. 본 연구의 목적은 인터넷 매체 서비스 이용자의 아바타 사용에 따른 유형별 특성에 관한 것으로서, 이 연구를 통해 아바타 디자인의 시각적 표현요소에 효과적으로 활용될 수 요인을 찾고자 하였다. 분석을 위해 인터넷 공동체 집단을 미니홈피/블로그, 채팅, 게임으로 구분하였으며, 아바타 이용자들이 이와 같은 커뮤니티를 이용할 때 어떤 목적에 따라 사용하고 있으며, 그들이 아바타를 선택할 때 어떤 유형별 특성이 나타나는가를 실증하고자 하였다. 이것은 아바타 이용자들이 자신이 표현하려는 아바타 이미지와의 관계를 파악함으로써 가상세계에서 표출하는 아바타 사용 목적에 맞는 유형을 설명할 수 있을 것이다. 따라서 아바타 이용자의 특성을 파악하여 그들의 감성을 반영하는 디자인 전략을 세울 수 있다. 연구방법은 아바타의 개념과 유형분류, 그리고 미니홈피/블로그, 게임, 채팅의 이론적 논의 및 근거제시를 위한 문헌연구를 하였으며, 아바타 이용목적에 따른 유형별 특성을 심도 있게 파악하기 위해 질적연구(Qualitative)로서 표적집단면접(Focus Group Interview)을 실시하였으며, 그에 따른 내용분석과 표현분석을 하였다. 그리고 이것을 보다 객관적으로 검증(verification)하기 위해 양적연구(Quantitative)를 병행하였다. 조사대상은 아바타를 이용해 본 경험이 있는 384명의 학생들이며, 성별 연령별에 따른 분류를 통해 각 조사대상자별 특징을 발견하고자 하였다. 조사를 통해 미니홈피/블로그, 채팅, 게임의 서비스 공간에서 보여 지는 각각의 특성에 맞게 아바타 이용자들은 자신이 표현하려는 아바타의 유형에서 선호의 차이를 나타내고 있음을 알 수 있었다. 결과적으로 아바타사용자의 인터넷 매체 이용목적에 따른 유형별 특성을 파악할 수 있었으며, 향후 사이트(site)의 특성에 따라 사용자의 감성선호를 고려한 아바타 디자인 전략과 그 모델(Design model)을 제시할 수 있을 것이다.

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Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

The Influence of Social Relationship on Adaptive and Maladaptive Game Use (사회적 관계가 게임 이용 행태에 미치는 영향: 게임 선용 정도와 게임 과몰입을 중심으로)

  • Baek, Kyungmin;Yoo, Mihyun;Kang, Hyeyeon;Cho, Munseok
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.77-85
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    • 2020
  • This paper uses Preliminary Surveys of Game User Panels conducted in 2019 to examine how social relations that young game users held affect game use. In particular, we analyzed how social relations of youth affect adaptive and maladaptive usage of game. According to the statistical results, the quality of the relationship between users and parents and that of the relationship between users and their friends do not have consistent effects on the degree of adaptive and maladaptive game use. Also, the results suggests that game-related information can play as a double-edged sword for young game users by reinforcing the degree of adaptive and maladaptive game use. The results implies the possibility of interaction between adaptive and maladaptive game using behavior as an interpretative framework in social context rather than mutually exclusive mechanisms.