• Title/Summary/Keyword: Fun factor

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Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.

Fun Factors for User Experience Design (Fun Factors를 적용한 핸드폰 UI(Game적 요소를 적용한 핸드폰 UI))

  • Kim, Deok-Won;Jin, Young-Kyu;Woo, Joo-Kyung;Chung, Amy
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.27-32
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    • 2007
  • 핸드폰이 단순한 커뮤니케이션 도구에서 종합 엔터테인먼트 기기로 빠르게 진화되고 있으며 이를 뒷받침 하는 하드웨어와 네트워크 기술 역시 계속 발전해 나가고 있다. 또한 핸드폰이 다양한 기능을 제공하고 휴대폰에 내장된 어플리케이션의 종류가 많아 짐에 따라 UI에도 많은 변화가 일어나고 있지만 주로 사용성을 개선하는 기능적인 개선으로 치중되고 있는 상황이다. 본 연구의 목적은 핸드폰 UI를 새로운 관점으로 접근하여 '재미'라는 요소를 접목한 실험적인 UI를 기획하고 이를 적용하는 데 있다.

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Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

A Study on the Fun Factor Evaluation Model for Online Game (온라인 게임의 재미요소 평가모델 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.187-188
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    • 2012
  • 전반적인 경기 침체에도 불구하고 게임산업은 급속하게 성장하고 있다. 매년 새로운 게임이 계속 쏟아져 나오지만 시장에서 성공하는 게임은 드물다. 이는 게임의 핵심적 요소인 재미요소를 제대로 구현하지 못했기 때문이다. 이에 따라 본 논문에서는 온라인 게임의 재미요소를 평가할 수 있는 평가모델을 제안한다. 이 평가모델은 재미요소를 게임연출, 사운드, 조작성, 그래픽, UI, 기획성, 기술성 등 7개의 영역으로 구분하였다. 각 영역별로 세부 평가항목을 제시하고, 이를 기반으로 설문을 개발하였다. 실험결과 논문에서 제안한 평가영역으로 게임의 재미요소를 수치화할 수 있으며, 여러 게임의 재미요소 정도를 비교하는 것이 가능함을 입증하였다. 본 논문에서 제안한 평가영역을 기반으로 해당 게임의 특성에 맞게 항목을 조절하여 게임의 재미요소 평가에 활용할 수 있다.

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Functional Equivalence of Translation Factor elF5B from Candida albicans and Saccharomyces cerevisiae

  • Jun, Kyung Ok;Yang, Eun Ji;Lee, Byeong Jeong;Park, Jeong Ro;Lee, Joon H.;Choi, Sang Ki
    • Molecules and Cells
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    • v.25 no.2
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    • pp.172-177
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    • 2008
  • Eukaryotic translation initiation factor 5B (eIF5B) plays a role in recognition of the AUG codon in conjunction with translation factor eIF2, and promotes joining of the 60S ribosomal subunit. To see whether the eIF5B proteins of other organisms function in Saccharomyces cerevisiae, we cloned the corresponding genes from Oryza sativa, Arabidopsis thaliana, Aspergillus nidulans and Candida albican and expressed them under the control of the galactose-inducible GAL promoter in the $fun12{\Delta}$ strain of Saccharomyces cerevisiae. Expression of Candida albicans eIF5B complemented the slow-growth phenotype of the $fun12{\Delta}$ strain, but that of Aspergillus nidulance did not, despite the fact that its protein was expressed better than that of Candida albicans. The Arabidopsis thaliana protein was also not functional in Saccharomyces. These results reveal that the eIF5B in Candida albicans has a close functional relationship with that of Sacharomyces cerevisiae, as also shown by a phylogenetic analysis based on the amino acid sequences of the eIF5Bs.

Analysis of the Relationships among Fun, the Learning Satisfaction, and the Flow in Social Service Personnel Job Training Education (사회복무요원 직무교육 재미요인과 학습만족, 몰입 간 관계 분석)

  • Lee, Seung-Hoon;Yu, Byeong-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.674-683
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    • 2015
  • 'Fun' may be a basic desire of all human beings, but studies that combine both education and enjoyment were very limited, with the exception of the sports and games subjects. As a result, this study focused on the fun induced from the actual site of education, beginning under the premise that this can increase the effectiveness of education. In particular, it has been concluded that more fun is especially required in compulsory education that disregards one's opinion, with the Social Service Personnel that are required to undergo two weeks of compulsory job training selected as the test subjects. In order to comprehend how the 'fun factor' from the Social Service Personnel' job training influences the educational effectiveness, the causal relationship between learning flow, group flow and learning satisfaction has been proven using the structural equation model. Through this, the median between fun and education was found, as well as whether fun education has an actual effect on educational effectiveness. In addition, it is an opportuniy to emphasise the need for enjoyable education for not just Social Service Personnel, but for all involuntary learners.

The Effects of Sports Fun Factors on Willingness to Continue Exercise and Psychological Happiness of Table Tennis Club Members (탁구 동호인의 스포츠 재미요인이 운동지속의지 및 심리적 행복감에 미치는 영향)

  • Jum-Soon Kim;Sang-Ook Hong
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.149-156
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    • 2023
  • The purpose of this study is to investigate and analyze the effects of sports fun factors on the willingness to continue exercising and psychological happiness of table tennis club members. The participants in this study collected data using a questionnaire about sports fun factors, willingness to continue exercising, and psychological happiness of 293 table tennis club members. The factors influencing the willingness to continue exercising were identified as victory/competition, interpersonal relationships, practice/benefit, and family support, and the will to continue exercising was found to have a significant static influence on both self-realization and hedonic pleasure. As a result of the mediating effect analysis of the will to continue exercise, the mediating effects of fun factors such as competence/awareness, victory/competition, interpersonal relationships, practice/benefits, and family support, on psychological happiness, self-realization and hedonic pleasure are confirmed as mediating effect except for competence/perception. In particular, it was confirmed that the interpersonal relationship (team atmosphere) factor had a higher mediating effect on self-realization and hedonic pleasure than other factors.

Phenomenological analysis of the fun experience of G-Golf Tour players (G투어 참여 골프 선수들의 재미경험에 관한 현상학적 분석)

  • Han, Jee-Hoon;Lee, Chul-Won;Seo, Kwang-Bong
    • 한국체육학회지인문사회과학편
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    • v.55 no.4
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    • pp.343-350
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    • 2016
  • The purpose of this study is to phenomenological analyze the fun experience of G-Golf Tour players. A total of 3 male and 3 female professional golfers who are currently participate in G-Golf Tour are selected by snow-ball sampling. Data was collected from interviews and participant observation, With this data, coding was done as first step and group categorization was done as second step in order to achieve the right result from meaningful analyzing. In order to approve the adequate of this study, the peer review was done by one qualitative research specialist and two candidates of Ph.D. The motivation of G-Tour participation, the notification changing of G-Tour, the addiction of G-Tour, the fun factor of G-Tour were drawn as the results, and the media exposure, personal relations, and skill improvement were drawn as the sub-factors of fun experience of G-Tour.

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.

The Structural Relationship among Selection Attributes, Consumption Value Brand Attitude, Fun, Brand Loyalty and Quality of Life in Athleisure

  • Byun, Kyung-Won;Kim, Moo-Young
    • International journal of advanced smart convergence
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    • v.10 no.2
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    • pp.138-144
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    • 2021
  • The purpose of this study is to analyze the relationship among selection attributes, consumption value brand attitude, fun, brand loyalty and quality of life. The subjects of the empirical study were selected by the Korea Fashion Industry Research Institute using the convention sampling method and the quota sampling method for 241 consumers who have purchased brands classified as "athleisure" within the past year For each variable constructed to verify reliability and validity of the measurement model, reliability tests using Cronbach' alpha were performed using IBM SPSS Win Ver. 23.0. To verify the unidimensionality of the measurements, we conducted a confirmatory factor analysis using AMOS 22.0 and a structural equation model to determine the structural relationship between variables. As a result of the study, First, both intrinsic and extrinsic attributes, which are sub-factors of selection attributes, have been shown to have a significant effect on consumption value. Second, consumption value has been shown to have a significant impact on brand attitude and fun. Third, brand attitudes have been shown to have a significant impact on brand loyalty. Finally, fun has been shown to have a significant impact on quality of life.