• Title/Summary/Keyword: Characteristics of Games

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A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

A Comparative Case Study on Game Characteristic of MMORPG (MMORPG 게임의 게임성 요소에 대한 사례 비교 연구)

  • Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.14-25
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    • 2004
  • Currently in South Korea, the online game market brings in revenues of around 4,522 hundred billion Won. Thus, it becomes obvious that the number of online gamers has been increasing over the years and will probably continue to increase. Often times, the success of online games is determined by the characteristics of the game. This includes anything from the action to the plot and story development of the game. This is a crucial element in determining how interested a gamer will be in the game, which in turn can also lead to more effective technology development and cost investment in the overall game market. Research is being conducted by 'Mu', 'Ragnarok' and 'Laghaim', on the game characteristics of successful MMORPG online games. 'Mu's' target research are females, while 'Ragnarok' and 'Laghaim' are targeting the male gamer. This study will aid game companies in developing more games with successful game characteristics that are attractive to garners.

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Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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A Study on the mobile Augmented reality of game Pokemon Go (모바일 증강현실 게임 포켓몬Go의 특성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.473-480
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    • 2019
  • Recently, local game companies have been increasingly producing PC-based game that were popular with users among the existing commercialized games into mobile games through remakes. In this paper, we studied how console-based game influenced mobile augmented reality game . Through this process, we extracted five characteristics of mobile augmented reality, then interpreted and classified the meaning of this. Based on released in 2016, the scope of research is limited to console and mobile games previously released. According to the analysis, showed 50 characteristics and borrowed 78% from its existing Pokemon, 22% from its new production, and contained 24% reality. We also found that the Pokemon game series , and the exotic series had much influence on production. Based on this research data, we hope that augmented reality games for mobile will be made more active using existing game contents. It is also hope that such activities will lead to the growth of the home and abroad game industry.

Visual Environmental Elements of Game Space by Play-Event in Adventure Games (어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소)

  • Choi, GyuHyeok;Jin, Hyungwoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.47-56
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    • 2020
  • The purpose of this study is to analyze visual environmental elements of game space by play-event in adventure games. We extracted common six types of play-event through exploring ten representative adventure games and organized three types of space structure and four types of object as the criteria of analysis. Based on the criteria, we embodied the characteristics of visual environmental elements by performing direct playing and monitoring. As a result, we verified that the story intended and the gameplay induced by the play-event are closely related to visual environmental elements.

Utilization Exercise Rehabilitation Using Metaverse (VR·AR·MR·XR) (메타버스(가상·증강·혼합·확장현실)를 이용한 운동재활의 활용 방안)

  • Yang, Jeong Ok;Lee, Jook Sook
    • Korean Journal of Applied Biomechanics
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    • v.31 no.4
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    • pp.249-258
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    • 2021
  • Objective: The aim of this study was to analyze domestic and foreign studies using virtual reality or metaverse for exercise rehabilitation in order to help the disabled or elderly patients with exercise rehabilitation, and suggest a method for using metaverse for exercise rehabilitation. Method: In this study, after analyzing and discussing various information related to the metaverse and exercise rehabilitation through electronic search of recently published papers, academic journals, books, and internet websites, the exercise rehabilitation plan using the metaverse was proposed. Results: In the case of domestic research, the diversity of virtual reality application technology for the rehabilitation of disabled and elderly patients was not secured, but recently, virtual reality or metaverse-related technologies were developed and specialized in a form suitable for exercise rehabilitation. In the case of overseas studies, it was analyzed that exercise rehabilitation using virtual reality and metaverse games for the rehabilitation of disabled and elderly patients can help improve brain, physical ability, and anti-aging by activating the body and mind. Conclusion: Smart metaverse health care is actively introduced to exercise rehabilitation, metaverse telemedicine business is applied to exercise rehabilitation programs, and digital twin games and exercise rehabilitation programs developed by metaverse related companies take into account the characteristics of disabled and elderly patients. If customized smart metaverse healthcare is used for exercise rehabilitation, it is analyzed that it can lead this field.

A Study on the frame within a frame as a Digital Game Design Tool (디지털 게임 설계 장치로서의 다중 프레임 연구)

  • Kim, Da-In;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.111-124
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    • 2021
  • Starting with painting, it is the frame that plays the main role in movies, cartoons, and games as well as the act of attracting the audience's attention. Knowing about a frame is to be able to read and use the frame. Therefore, this paper deals with frames of digital games, especially multiple frames that complement the limited configuration of primary frames. In this paper, frame within frames are classified into structural frames, which are the basic components of the game, temporal frames, which reflect player behavior, and surface frames representing the characteristics of existing visual media. Through this, we examine the aspects of frame within a frame as digital game design equipment. This paper is meaningful in that it derives the possibility of using frame within a frame of games in the future and provides a mechanism for frame within a frame analysis.