• Title, Summary, Keyword: Experience Game

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Study on Utilization of Facial Recognition-based Emotion Measurement Technology for Quantifying Game Experience (게임 경험 정량화를 위한 안면인식 기반 감정측정 기술 활용에 대한 연구)

  • Kim, Jae Beom;Jeong, Hong Kyu;Park, Chang Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.215-223
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    • 2017
  • Various methods for creating interesting games are used in the development process. Because the empirical part is difficult to measure and analyze, it usually only measures and analyzes the parts where data are easy to quantify. This is a clear limit to the fact that the experience of the game is important.This study proposes a system that recognizes the face of a game user and measures the emotion change from the recognized information in order to easily quantify the experience of the user who is playing the game. The system recognizes emotions and records them in real time from the face of the user who is playing the game. These recorded data include time and figures related to the progress of the game, and numerical values for emotions recognized from the face. Using the recorded data, it is possible to judge what kind of emotion the game induces to the user at a certain point in time. Numerical data on the recorded empirical part using the system of this study is expected to help develop the game according to the developer 's intention.

Effects of Online Game Users' Need for Affect and Social Norms on their Attitude and Flow Experience (온라인 게임 이용자의 감정욕구와 사회규범 인식이 게임에 대한 태도 및 몰입에 미치는 영향)

  • Kang, Naewon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.21-32
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    • 2020
  • The study took online game users' need for affect (approach/avoidance) and social norms (subjective/descriptive) into account and examined how these variables affected their attitude (utilitarian/hedonic) toward online games and their flow experience. Results from the hierarchical multiple regression analysis showed that, game users' approach affect and subjective norm had significant impacts on their utilitarian attitude, while their approach/avoidance affect and subjective norm had on their hedonic attitude toward onine games. Plus, the avoidance affect, subjective norm, and utilitarian/hedonic attitudes of game users had significant impacts on their flow experience.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

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.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.41-50
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    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

A Study on the Game Addiction of Children with Domestic Violence Experience (가정폭력을 경험한 아동의 게임중독 연구)

  • Kim, Na-Ye
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.145-156
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    • 2015
  • The aim of this study is to identify whether the domestic violence experience of children has an impact on their game addition and to verify the direct effects and moderating effects of social support. The survey was conducted to the children who were 5th and 6th graders in Gwangju and Jeonnam. The responses from 328 subjects of domestic violence experience from were analyzed. The analytic results are as the following. When verifying the impact of a domestic violence experience of children on their game addiction, domestict violence was found as the key variable that has a negative impact on children's game addiction. The results indicated that children with higher levels of domestict violence more likely to have higher levels of game addiction. Furthermore, boy's addiction degree to game was higher than girls' and lower education levels of mother, higher grades were found to be associated with higher game addiction. The impact of children's social support on their game addiction was analyzed. The analytic results suggest that social support has a impact on their game addiction. In other words, higher social support means lower game addiction. The moderating effect of social support was analyzed. Social support check the moderating effect of domestic violence of children on their game addiction. The Implications of these findings were discussed.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.