• Title/Summary/Keyword: Game Quests

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An Analysis on Posthuman Features of Open-World Adventure Games (오픈 월드 기반 어드벤처 게임의 포스트휴먼 특징 분석)

  • Jo, Min-Sun;Chung, Eun-Hye
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.83-94
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    • 2019
  • This paper analyzed the posthuman features of the open-world adventure game. These games represent the player character as Posthuman Subject through the restrictions of information and body. The player explores all of the spaces to perform the quests due to nonlinearity of open-world. The interactions are restricted conflicts and it reveals through gameplay. The experiences as Posthuman Subject allow the player to embody the Hybrid Subjectivity and think about coexistence of human and inhuman.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.

A Case Study on Running a Game-based Programming Class for Lower Grades (저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.151-157
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    • 2024
  • Most of the existing game-based education programmes for lower grades are simple block-coding studies, and there is a lack of examples of programming-intensive classes. In this study, we implemented a Minecraft-based Python coding fundamentals class for 3 classes at a local elementary school during a 2-week school holiday. The learning programme was reorganised from the standard learning programme on the official website, such as building quests through LAN-PARTY and self-scripting in-game, to improve class interest and motivation. In addition, we analysed the satisfaction and preferences of the class topics through a survey, and obtained meaningful results for future educational program development. This study is significant as a basic research for the design and development of game-based educational programmes for all age groups.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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A Study on the Player Type through Game Quest's Editability (게임 퀘스트의 편집가능성에 따른 플레이어의 유형 연구)

  • Gim, Hee-Jun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.43-52
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    • 2019
  • Advances in technology are enhancing the player's visual satisfaction in games. Reflexively, narrative satisfaction has not been highlighted. This led to a player's critical view of the absence of original games. Especially in gameplay, quests require repeat and similar content and imperative tasks. It is overlooked that a quest can cause players to produce various meanings and effects. The concept of editing ability to reorganize the designed rules of the player beyond the performance and behavioral rules is conceptualized, and the four types of players that operate the characteristics can see that the player can intensify game play and immerse himself in play saw.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

The Study on motivation factors of G learning through contents analysis (콘텐츠 분석법에 의한 미국 초등학생 G러닝 몰입 요소 분석)

  • Wi, Jong Hyun;Wi, Yokyung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.89-96
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    • 2015
  • The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.