• Title/Summary/Keyword: 게임 플레이

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A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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A Study on the Causes of User Leave in Online and Mobile Games (온라인과 모바일 게임에서 유저의 이탈 원인 연구)

  • Choi, Sol-Yee;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.195-197
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    • 2022
  • 일반적으로 게임에서는 유저의 과금이나 광고 시청 등으로 수익을 내기 때문에 게임을 플레이 하는 유저의 수는 곧 그 게임의 수익으로 이어진다. 그러므로 신규 유저의 유입뿐만 아니라 기존 유저의 이탈을 막는 것 또한 매우 중요하다. 유저의 이탈은 짧은 기간 동안 게임을 플레이 한 유저인지 아니면 매우 오래 플레이하고 과금까지 하던 충성고객인지를 가리지 않고 일어난다. 본 논문은 설문을 통해 온라인과 모바일 게임에서 유저의 이탈 경험과 이탈 원인에 대해서 조사하고 이에 따른 유저의 이탈 예방과 개선 방안을 제시한다.

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Mechanism of Permanent Death in Rogue-like Games (로그라이크 게임에 나타난 영속적 죽음의 매커니즘 연구)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.33-42
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    • 2016
  • The Purpose of this study is to analyze the mechanism of permanent death and playing aspects in Rogue-like games. The death in digital game is not only punishment of failure, but reward for player's growth. However the mechanism of permanent death which does not allow to resurrect is critical penalty for players and causes play-cycle with high anxiety. In the mechanism of permanent death, players do critical play to evade the death. But when they replay the game they modify their unethical choices to build alternative game world. Through the mechanism of permanent death which demands critical and alternative play, it could be possible to find the way to design games with serious choice.

Design and Implementation of Tank Game using Unity (유니티를 이용한 탱크 게임 설계 및 구현)

  • Lee, Kyong-Ho;Lim, Dae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.53-55
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    • 2017
  • 본 논문에서는 유니티(Unity)를 이용하여 스마트폰에서 작동하는 탱크 게임을 설계하고 개발하였다. 탱크 게임에 필요한 요구사항을 분석하고, 만들어진 요구사항 명세를 이용하여 설계하고, 개발하였다. 본 게임은 여러 사람들과 실시간으로 대전이 가능한 대전 모드와, 혼자서도 플레이가 가능한 싱글 모드도 지원한다. 구성은 탱크, 아이템의 구입과 선택이 가능한 로비 화면과 게임 플레이가 가능한 게임 화면으로 이루어져 수행된다.

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Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.405-408
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    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

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