• Title/Summary/Keyword: 게임 플레이

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An Analysis of Game Strategy and User Behavior Pattern Using Big Data: Focused on Battlegrounds Game (빅데이터를 활용한 게임 전략 및 유저 행동 패턴 분석: 배틀그라운드 게임을 중심으로)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.27-36
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    • 2019
  • Approaches to find hidden values using various and enormous amount of data are on the rise. As big data processing becomes easier, companies directly collects data generated from users and analyzes as necessary to produce insights. User-based data are utilized to predict patterns of gameplay, in-game symptom, eventually enhancing gaming. Accordingly, in this study, we tried to analyze the gaming strategy and user activity patterns utilizing Battlegrounds in-game data to detect the in-game hack.

Performative Writing of Coding Game (코딩 교육용 게임에 나타난 수행적 글쓰기 - 를 중심으로)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.51-62
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    • 2016
  • This study tries to present a new perspective for the coding and coding education. Therefore, this study analyzes coding game as performative writing. First, coding as writing process has the mechanism of serial expansion and circulation by utilizing basic code blocks. And coding as writing process produces a meaning as unit operation that generate an emergent game play. Second, coding as performative writing displays the speaking and writing at the same time and is embodied in game play. Also, absence of failure and correction makes possible users to explore the problem area and to strengthen the problem-solving ability.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Saving Mama Turtle: Designing A Computer Game to Make Emotion Directly and Indirectly (엄마 거북이 구하기: 직간접 감정유발 게임의 디자인)

  • Song, Byoung-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.118-125
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    • 2006
  • To solve the reverse function problem of computer games criticized nowadays, the main fact to be concerned in design should be to make feelings of satisfaction during playing and solving the given situation in the game world. In this paper, a design to fulfill the feelings of satisfaction directly and indirectly, controlling playable characters to help another non-playable character in some sort of danger is explained. The requirements to do so is analyzed and the result of demonstration is also presented.

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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 Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game (모바일 피트니스 앱 게임의 상호작용성이 운동경험과 이용의도에 미치는 효과 : 플레이테스트 실험연구)

  • Park, Jeong-Min;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.17-28
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    • 2015
  • This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.

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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Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.157-170
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    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

A Study on Projection Display for Arbitrary Display Surface (임의의 영사면에 대한 프로젝션 디스플레이 구현)

  • Byun, Ki-Jong;Choi, Jeong-Dan;Kim, Do-Hun;Yu, Won-Jae;Jang, Byung-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.471-474
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    • 2002
  • 본 논문은 온라인 VR 게임 엔진 개발의 일환으로 임의의 형태의 스크린에 대한 프로젝션 디스플레이 할 때 발생하는 왜곡현상을 자동으로 보정하는 시스템 구현 방법에 관한 것이다. 기존에는 모니터와 컴퓨터로 이루어진 일반적인 아케이드 게임의 형태로부터 다양한 VR 장비들과 다수의 사용자가 온라인상에서 게임을 즐기는 멀티 유저용 게임의 형태에 이르기까지 다양한 종류의 상품이 나와 있다. 새로운 VR 기술들이 점차 저가화 됨에 따라 사용자에게 새로운 몰입형 아케이드 게임환경을 제공하기에 이르렀다. 본 논문에서는 프로젝션 기법을 사용하여 단일화 된 디스플레이 스크린을 사용하지 않고 임의의 형태의 스크린에 대한 프로젝션 디스플레이 시스템을 구현하는 방법을 제안하여 협소한 공간에서도 게임 디스플레이가 가능하도록 한다. 또한 본 기술을 다수의 프로젝션 디스플레이로 확장하여 넘은 FOV(Field Of view)를 제공하는 방법을 제안한다.

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