• Title/Summary/Keyword: 재미의 4가지 요소

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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.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

User Types of Shared Mobility Services and UX Design Strategies: an application of Q Methodology (Q방법론을 적용한 공유 모빌리티 서비스의 이용자 유형 연구 및 모빌리티 서비스 UX 디자인 전략)

  • Hong, Seung-Hye;Byun, Young-Si;Lee, Jeong-Myeong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.568-580
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    • 2019
  • With mobility-as-a-service(MaaS) drawing attention to its influence and ripple effect around the world, the mobility service market is currently growing rapidly mainly focusing on mobility sharing. In order to preemptively dominate the mobility service market following the full-scale spread of MaaS, it is important to first identify the recognition and experience of users in personal mobility sharing services, which are currently in the early stages of diffusion, and through which to understand the characteristics of potential consumers of the extended mobility service market. Therefore, the study aims to classify the user types of mobility service and establish a future user experience-oriented mobility service strategy using a subjectivity study method, Q methodology.

Development of a serious game to assess attention for children (아동의 주의력 측정을 위한 기능성 게임의 개발과 검증)

  • Choi, Moon gee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.1-8
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    • 2018
  • The present study investigated the validity of a serious game named 'Draw Ttoring' developed for accessment of children's attention and tried to provide the basic information about it. To this goal, we tested it to 284 elementary school students in measuring various behavior data(reaction time, total playing time, correct rate, discrepancy between type of TMT). Futhermore, the behavior data was compared with academic achievement to see the external validity. In results, 'Draw Ttoring' showed various behavior data and correlation with academic achievement. In Type A of TMT, total time and reaction time had a correlation with academic achievement, while, in Type B of TMT, total time and correct rate did. Mental flexibility calculated by the discrepancy between Type A and Type B showed also the positive correlation with academic achievement. These results showed that the serious game named 'Draw Ttoring' can provide more various information about children attention and these can't be observed by traditional paper pencil test. Finally, serious game can provide an good alternative method to access children's cognition.

Study of Animation Comicality, Characters in (<슈렉> 캐릭터에 나타난 애니메이션 희극성 연구)

  • Lee, Chae-Ron
    • Cartoon and Animation Studies
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    • s.38
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    • pp.145-176
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    • 2015
  • In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.

The Characteristics and Significance of 'Wanpan Changgeuk' Written by Heogyu (허규 연출 '완판 창극'의 특징과 의의)

  • Kim, Kee-hyung
    • (The) Research of the performance art and culture
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    • no.20
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    • pp.5-30
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    • 2010
  • It has been diversified and serious attempt to establish the identity of Changgeuk, but it is still independent dramaturgy or the current unformed progressive art. In this situation, exploring works of the identity of changgeuk that is base on the performed individual and specific works in the title of Changgeuk is needed. The 80s and 90s Heo, Gyu was leading an active life as a director who was responsible for directing of Changgeuk. He dramatized Siljeon Pansori -which is a group of Pansori missing text- as well as 5-remained Songs in Pansori and he presented a number of creative Changgeuk works on stage. Especially, the completion of dramatizing 5-remained Songs in Pansori under the name of 'Wanpan Changgeuk -which means full version performance without omit-' is the one of his big achievement by performing "Heungbojeon" on the stage 1982 and "Jeokbyeokga" 1985. The purposes of this research are confirmation of Heo's direction of the formulation and considering its characteristics & significance through 'Wanpan Changgeuk' which written by Heo. Heo was a practical play who was interested in the subjective formulation of national culture and creative transmission for Korean traditional performance. He tried to formulate Changgeuk to a representative performance of Korea. In the process he pointed out those problems, (1) interpretation of a work problem, (2) actor's creative problems, (3) structure problem of theater for Changgeuk. He indicated that the other challenges are to use of the stage & device, to overcome sentimentalism, to stylize acting, to improve own quality, to control the speed and length of the song, to choose the suitable musical accompaniment, to create new repertories problems, and etc. Changgeuk is classified in 3 group by origin, (1)dramatizing of 5-remained Songs, (2)dramatizing of 7-missing Songs, (3)creative dramatizing. It contains all of 3 types that Heo's work. The dramatizing of remained 5 Songs are the great importance among those works. Heo hoped that Chaggeuk has become the most representative art work of Korea by performing 'Wanpan Changgeuk' compiled heritage of Korea's outstanding artistic achievement. The characteristics of 'Wanpan Changgeuk' can be summarized following four. (1) Directing attitudes that emphasizes tradition, (2) Accepting the elements of traditional performance actively, (3) Valuing the classy and ethic, (4) Emphasizing humor and active utilizing of the secondary characters. Heo's 'Wanpan Changgeuk' shows a peak of the artistic level which Changgeuk can be reached. He want to make Changgeuk a Korean representative artistic performance by compiling Pansori heritage and accommodating Korean traditional performance. Heo continued his effort to present Pansori's authenticity and to dramatize from beginning to end without missing. It shows very well that 'Wanpan Changgeuk' takes 4~5 hours for playing. It looks Heo's achievement in the 'Wanpan Changgeuk' influenced Changgeuk significantly since then. Heo's 'Wanpan Changgeuk' is matrix of 'Wanpan JangMak Changgeuk' attempted in the 1990s. Especially, their intent is consistent to synthesize texts and to show all the virtue of Pansori. But 90's 'Wanpan JangMak Changgeuk' aim for large stage, fancy device & costume and variety contents compared with 'Wanpan Changgeuk'. Recently, producers have tried not to make a impressive Changgeuk but to make a interesting one. They usually organize performance within 2 hours and prefer orchestral music to its unique sound. In those point of view, it seems that Heo's idle in 'Wanpan Changgeuk' has become one of target to conquer in these days.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.