• Title/Summary/Keyword: 플레이어 경험

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of 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.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.

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.

A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

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Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

온라인 게임의 고객 충성도에 영향을 미치는 디자인 요소와 심리적 만족감

  • Choe, Dong-Seong
    • 한국게임학회지
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    • v.6 no.1
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    • pp.58-60
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    • 2009
  • 본 연구는 온라인 게임을 플레이하는 플레이어의 즐거운 경험에 중요한 영향을 미치는 요소가 무엇인지에 대한 분석을 진행하였다. 이를 위해 본 연구에서는 먼저 온라인 게임의 중요한 두 가지 상호작용, 즉 문제 해결 기반의 Personal Interaction, 가상공간에서의 사회적 활동에 기반한 Social Interaction의 중요성에 대해 분석하였다. 이와 더불어 Personal Interaction과 Social Interaction의 효율적인 진행에 필요한 디자인 요소가 무엇인지를 분석하고 그 결과를 제시하였다. 분석 결과 Personal Interaction의 효율적 진행을 위해 목표, 조작자, Feedback과 관련된 디자인 요소가 중요하며, Social Interaction과 관련해서는 가상공간과 의사소통에 관련된 디자인 요소가 매우 중요하다는 결과를 도출하였다. 마지막으로 본 연구에서는 두 가지 상호작용을 통해 플레이어가 받는 심리적 보상 중에서 어떤 심리적 보상이 플레이어의 즐거운 경험에 영향을 미치는지를 분석하였다. 그 결과 자아효능감, 자아존중감, 인지적 성과가 높을 경우 게임 플레이 과정에서 즐거움을 매우 높게 경험하는 것으로 분석되었다.

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