• Title/Summary/Keyword: Game Interesting Elements

Search Result 16, Processing Time 0.019 seconds

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.283-288
    • /
    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.229-240
    • /
    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

  • PDF

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.14 no.3
    • /
    • pp.147-153
    • /
    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
    • /
    • v.14 no.6
    • /
    • pp.415-423
    • /
    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.

Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.08a
    • /
    • pp.271-280
    • /
    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

  • PDF

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
    • /
    • s.20
    • /
    • pp.75-86
    • /
    • 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.

  • PDF