• Title/Summary/Keyword: 재미 요소

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Analysis of Visual Culture Contents -Focusing on the Analytic Methodology for Visual Fun (시각 문화콘텐츠 분석에 관한 연구 -시각적 재미의 분석 방법론을 중심으로)

  • Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.170-181
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    • 2012
  • The study on the analytical and productive methodolgy of visual culture contents is meaningful because cultural contents are regarded as a national growth industry. The fundamental notion of cultural contents is researched based on the notion of visual culture, and important factors of the fun are analyzed as a creative motive of visual culture contents. So this paper provides anaytical methodologies for the fun in visual culture contents, which are based on semiotic theories of Charles Morris, Roland Barthes and Roman Jakobson. These analytical matrix can be references for the study of the mechanism of fun and the basic theory for using fun effects in the visual culture contents.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.

A Study on Combination Aspects of Fun and Learning in Educational Serious Games (교육용 기능성 게임의 재미와 학습 요소 결합 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.15-24
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    • 2011
  • The convergence of education and game came from efforts to compensate for the boredom of learning. As the digital technology has been developed, this new integrated field accrued to the birth of the Educational Serious Game. It has been noted on both side of industry and academic research. Despite all natural concerns, studies of the educational Serious Game tend to show the partial directivity on the learning aspects rather than the nature of the Educational Serious Game. Therefore in this study the combination aspects of fun and learning in the Educational Serious Game through various case studies is to analyse.

Effects of Fun Elements of Online Games and Self-Construals on Gamers' Flow Experience and Game Loyalty (온라인 게임의 재미 요소와 게이머의 자아성향이 게임 몰입과 충성도에 미치는 영향: 사회적 게이머와 비사회적 게이머 집단 간 비교)

  • Kang, Naewon
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.63-74
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    • 2017
  • The study examined how the fun elements of online games and gamers' self-construals affected their flow experience and loyalty to games, focusing on the comparison between the social gamers and the asocial gamers. Results showed that, first, there were significant differences between the two groups in the respective fun elements of achievement, challenge, and closeness; second, differences of gamers' self-construals were found in game environment rather than lifeworld environment; third, the flow experience and game loyalty of social gamers were higher than those of asocial gamers; finally, there were significant differences between the two groups in the effects of the fun elements and gamers' self-construals on their flow experience and game loyalty.

Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

A Study on Improving Fun Factor of Psychotherapy Game (정신 치료 게임의 재미 요소 향상 방안)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.13-20
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    • 2012
  • Game is an excellent media to easily access and immerse for most people. According to these characteristics, many games which are combined game's fun with original educational purpose have been developing in various fields. In case of developing the game, game designer should balance game's fun and educational purpose in each filed. In this paper, we analyze psychotherapy games to improve accessibility of treatment and continuance of treatment sessions in face-to-face treatment by particularly fun factors in commercial games. And, then we present methods to increase fun of psychotherapy game. This paper can help psychotherapy game developers to increase game experience.

An Analysis of Fun Distance of Visually Impaired School Physical Education Program (시각장애학교 체육프로그램의 재미거리 분석)

  • Shim, Ji-Hoon;Lee, Seung-Chan;Her, Mun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.181-192
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    • 2019
  • The purpose of this study is to look at the fun that high school students from blind schools feel in sports programs. A questionnaire was used to collect data from 10 out of 12 blind schools nationwide, including 122 male and 102 female students. Research tools are open questionnaires and questions are as follows. - Questionnaire: "Write down three of the most interesting things about sports programs." The data analysis was done with frequency analysis and the following conclusions were drawn. First, male high school students at blind schools are able to build up their physical strength in the area of competent factors (control-self) (23, 21.5%), in the area of competent factors (7, 77.8%) and in the area of motion-related factors (competition) (24, 15.1%), and in the area of non-execution factors (26, 37.7%), Second, high school girls with visual impairments did not respond in the areas of proficiency (control-self) because of stress release (25, 26.6%), in the areas of control-tain), in the areas of movement (competition) because they were able to do various exercises (22, 15.7%), and in the areas of non-watering (environmental) (18, 37.5%). Third, in the sports program comparative analysis of high school students between genders of blind schools, boys are interested in health and physical fitness in the field of competent factors (control-self) and girls are considered to be a means of relieving stress. In the field of competent factors (control-others), boys and girls can react to a variety of sports opportunities. In the future, by studying the fun of students in the physical education program through research to find out more fun in the school physical education program, we will explore practical ways to maximize student participation and increase motivation level The educational aspect of the process, that is, the educational value provided by the physical education, should be composed of content that can change the thinking and behavior of the teacher and the student so that the program contents and operation method.

A Study on the Success and Failure Factors of MOBA Games (MOBA게임의 성공과 실패요인에 대한 비교 연구)

  • Yoo, Seung-Hoon;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.481-483
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    • 2020
  • 게임의 재미요소는 사용자에게 굉장히 큰 영향을 끼친다. 멀티플레이 게임이 대중화 되어 가고 있는 현재, 그 중에서도 대부분의 유저, 국내는 물론 해외까지 MOBA게임의 매력에 빠져있는 상태이다. MOBA게임은 성공 사례와 실패 사례가 명확히 존재한다. 왜 이런 결과가 나왔는지, 성공과 실패요인에는 어떤 것들이 있는지, 성공한 사례에는 어떤 재미요소가 사용자의 만족을 채워주는지 연구한다.

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