• Title/Summary/Keyword: 재미 요소

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Cooperation and Share: An Experimental Study on the Effects of Task and Reward Interdependencies on the Fun of MMORPG (함께 나누면 재미있다?: MMORPG 게임의 상호 의존성에 대한 실험적 연구)

  • Choi, Bo-Reum;Choi, Don-Seong;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.676-683
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    • 2006
  • MMORPG (Massively Multiplayer Online Game) 상에서 플레이어들 간의 다양한 상호 작용은 플레이어들의 재미를 증가시키는 중요한 요소로 인식되고 있다. 그러나 MMORPG 상에서 게임 플레이어들 간의 상호 작용을 높여 재미를 증가시킬 수 있는 디자인 전략에 관한 실증적인 연구는 아직까지 진행된 바 없다. 따라서 본 연구에서는 상호 의존 이론 (Interdependency Theory)을 중심으로 과업의 상호 의존성과 보상의 상호 의존성이 플레이어들의 게임에 대한 재미와 몰입, 행동적 의도, 성과에 미치는 영향에 초점을 맞추어 실험을 실시하였다. 본 연구의 결과 플레이어들의 인지적 재미와 성과는 플레이어들 간 과업의 상호 의존성과 보상의 상호 의존성에 따라 다르게 나타나고 있음을 확인하였다. 이와 같은 실증적 연구 결과를 통하여 본 연구는 MMORPG 플레이어들 간의 상호 의존성에 대한 학술적이고 실용적 의의를 제공하고자 한다.

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Interesting visual element analysis of 3D character design - Based on the animated Disney - (3D캐릭터 디자인의 시각적 재미 요소 분석 -디즈니 애니메이션을 중심으로-)

  • Jin, Hui;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.44
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    • pp.163-181
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    • 2016
  • The 3D animation is the trend of more and more as the years go by. 2016 works "red soil" of the works through the analysis of the new changes, and also in the interest of those factors, which play an important role, how to performance in the appropriate way of expression. according to the focus of work in the process of modeling design of meaning and symbol and character, action and expression of the meaning of understanding and appreciation of the works, the meaning of double the fun.

Implementation of Query Expansion Multimedia Data Retrieval System using "FUN" Based Ontology of Emotion (재미 감성 주제 온톨로지를 이용한 질의어 확장 멀티미디어 데이터 검색 시스템 구현)

  • Lee, Jung-Song;Byun, Dong-Ryul;Park, Soon-Cheol
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06c
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    • pp.279-284
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    • 2010
  • 최근 컴퓨터와 네트워크의 기술 발달로 멀티미디어 데이터가 폭발적으로 증가하고 있다. 따라서 정보검색 시스템도 텍스트 데이터 위주에서 벗어나 멀티미디어 데이터 검색이 큰 비중을 차지하고 있다. 또한 멀티미디어 데이터 질의어처리도 기술적인 변화와 함께 다양한 질의어 확장으로 검색의 정확성을 높이고 있다. 본 논문에서는 인간의 감성에 대한 '재미' 주제 온톨로지를 구축하여 질의어 확장에 응용하였고, 한편의 동영상에서 재미 요소를 찾아내는 멀티미디어 데이터 검색 시스템을 구축하였다. 온톨로지 구축은 한글 워드넷(KorLex)에서 "재미"라는 특정 감소 요소의 의미 계층 구조를 파악하고 토픽맵을 이용하여 구축하였다. 또한, 온톨로지에 정의된 용어들 사이의 가중치는 실시간으로 계산하여 질의어를 확장에 적용하였으며, 따라서 검색의 효율성과 질을 높였다. 검색방법은 사용자가 질의어를 직접 입력하는 텍스트 입력 검색과 온톨로지 구조를 이용한 GUI 인터페이스 검색방법으로 나누어 사용자의 편의성을 증대시켰다.

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A Proposal of Gamification Design Elements to prevent Game and Digital Addiction (게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.95-108
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    • 2019
  • The purpose of this study is to suggest ways to design gamification to improve the game and digital addiction. For the study, 782 of gmaification cases were collected and game mechanics and fun experience were analyzed by 4F process which is to design the effective gamification. To find the specific pattern, apriori algorithm, which is to find associated rules in transaction is applied to the 782 cases. According to the results, 63 of game mechanics associated rules are found. In the fun experience, 37 of associated rules are found. Based on the result, this study suggest the direction of gamification design for game and digital addiction improvement.

A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.3-12
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    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.

The Influence of Comedic Elements of the Game on the Gaming Choice by the Game Users (게임속의 코미디 요소가 사용자들의 게임 선택에 미치는 영향)

  • Maeng Jae-Hee;Hwang Ji-Yeon;Park Jin-Wan;Park Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.108-115
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    • 2006
  • This paper will study the influence of comedic elements of the game on the gaming choice by the game users, and focus its goal on establishing the foundation for the various game production environments. Within the game, the comedic elements are categorized as one of actively expressive elements and enhance the game's entertainment together with its sound qualities of graphics, scenario, sounds and level designs. Although the comedic elements are generally acknowledged as necessities, the research on how the users actually perceive those elements has been insufficient. Therefore this paper will investigate characteristics, compositions and techniques of the comedy used in the game and will analyze the influence that those comedic elements have on the users' recognition, satisfaction and royalty to the game.

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Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

A Study on the Tempo Direction of Narrative Webtoons -Focusing on - (서사 웹툰에서 템포 연출의 재미 요소에 대한 연구 -<묘진전>을 중심으로-)

  • Kim, Seong-jae
    • Cartoon and Animation Studies
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    • s.47
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    • pp.193-215
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    • 2017
  • This study has researched that tempo is an element influencing the fun of narrative webtoon. In spite of many elements that could create fun in narrative webtoon, the theory this study pays attention to is the accumulation and solution of tension. Lee Hyun-bee said in his book that the accumulation and solution of tension would be the element creating fun. Tensions of a story create the immersion by bringing readers into the story. However, if such tensions are maintained throughout the whole story, readers get insensitive to tensions, so that the accumulation and solution of tension should be used in turn to maintain the immersion. One of the directions creating the accumulation and solution of tension in narrative webtoon is the direction of tempo. When creating a narrative webtoon with the full-length structure, it is not easy to describe the whole incident from beginning to the end of it in order of time. Therefore, it is inevitable to have differences between story time and narrative time, and the difference of this time is called 'tempo'. This tempo creates fun when readers are immersed in the work, by adjusting breaths of the story in the direction of narrative webtoon. Such a role of tempo direction is based on the relation between the occurrence of tempo direction and information of the story. The information actually leading the story creates the accumulation and relief of tension which is the essential element of fun formation while tempo also maximizes the effects of accumulation and relief of tension. Tempo direction in narrative webtoons uses panels and gaps between them. The scene direction using panels and gaps between them considers tempo and dynamics because of the temporality of panels and gaps between them. This paper analyzes the use of tempo direction for narrative webtoon through the analysis on the 1st episode of . The significance of this study is to reveal that tempo direction is one of the factors creating fun in narrative webtoons, and also to suggest the theoretical grounds for researches on direction creating fun in the future.

Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

The Analysis of Information Structure of the Community Information Menus of Korean Church Websites in the US (북미 한인 이주자의 초기정착정보제공을 위한 정보구성에 관한 연구 - 재미 한인교회 웹사이트의 지역정보 메뉴를 중심으로 -)

  • Lee, Myeong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.2
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    • pp.147-164
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    • 2008
  • The purpose of this study was to investigate whether the community information menus on the websites of Korean American Churches function well as community information sources to Korean American church members. Community information menus from 12 korean American church websites were compared in terms of information structure and labeling systems. Problems were shown and new informational structures and category labels to fully support the functions of Korean American church websites have been proposed. The proposed model was divided into three main aspects, the first sub menu category, the second sub menu category, and the third sub menu category.