• Title/Summary/Keyword: Characteristics of Games

Search Result 409, Processing Time 0.023 seconds

Research for The cognitive Properties of Zombie Game Character (게임상의 Zombie Character 인지속성에 관한 연구)

  • LI, JinJun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.5
    • /
    • pp.717-726
    • /
    • 2021
  • The zombies in AVG games are not divided into different game occupations. To address this issue, this paper starts by selecting those popular zombie games as the research object. Then, a number of samples will be collected from the roles of zombie and these different roles of zombie will be classified by profession depending on the characteristics of these roles. On this basis, the roles will be given a new title to describe their profession. Then, semantic analysis will be conducted to search for the words that can be used to describe the roles of zombie. Besides, there will be 10 experts in design and 10 professional zombie game players invited to choose from the collected adjectives. The most selected words will be used in this study to conduct cognition assessment, before the making of questionnaire. Then, the questionnaire data will be collected and converted into a statistical model form for indicating the value of ability by group and profession.

Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.13 no.1
    • /
    • pp.135-145
    • /
    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • Journal of Distribution Science
    • /
    • v.17 no.8
    • /
    • pp.35-44
    • /
    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

Correlations among Internet Games Addiction, Self-esteem and Physical Health in Middle School Students (중학생의 인터넷게임중독, 자아존중감 및 신체건강간의 관계)

  • Joo, Ae-Ran
    • Research in Community and Public Health Nursing
    • /
    • v.18 no.2
    • /
    • pp.331-339
    • /
    • 2007
  • Purpose: This study was conducted to identify correlations among internet games addiction (IGA), self-esteem and physical health in middle school students. Methods: A total of 428 middle school students were selected through simple random sampling. Data were collected from the $15^{th}$ to $30^{th}$ of March, 2006. Data were analyzed using SPSS/PC program by frequency, $\chi^2$-test, t-test, ANOVA, Duncan test, Pearson's correlation coefficient, and Stepwise Multiple Regression. Results: 1. According to the results of analyzing the degree of IGA, the addicted group was 1.9% 2. Analysis of IGA according to the general characteristics showed that there were statistically significant differences in on-line friend, using time and major leisure. 3. Analysis of physical health according to the general characteristics showed that there were statistically significant differences in on-line friend and off-line friend. 4. IGA was in a significantly negative correlation with self-esteem. 5. In the results of regression, using time was identified as a factor influencing the IGA. Conclusion: Considering the results above, we need to develop IGA prevention programs to enhance physical health and self-esteem and to control using time.

  • PDF

Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.333-340
    • /
    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

  • PDF

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
    • /
    • v.11 no.5
    • /
    • pp.43-52
    • /
    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.365-391
    • /
    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.3
    • /
    • pp.5-15
    • /
    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

  • PDF

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
    • /
    • v.15 no.9
    • /
    • pp.415-425
    • /
    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
    • /
    • v.7 no.3
    • /
    • pp.29-37
    • /
    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.