• 제목/요약/키워드: Game process

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Utilizing Online Game as a effective learning material - Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism - (효과적인 구성주의 학습도구로써 온라인게임의 활용 -대학생을 대상으로 온라인게임 '군주'를 활용한 경영전략 수업의 구성주의적 고찰-)

  • Wi, Jonh-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • 제6권4호
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    • pp.25-37
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    • 2006
  • Although the constructivistic instruction is emphasized in these days, many teachers feel burden to implement their teaching based on constructivistic teaming theory. As the main reason for this, difficulty to find out effective materials which can be utilized in the constructivistic instruction can be argued. According to recent studios, effectiveness of online games as the educational material was proven. Based on this result, the possibility for utilizing online games as effective educational materials in the constructivistic instruction was discussed in this study. For this, total process for the business strategy lecture implemented to 50 students in Chung-Ang univ. during 9 months by utilizing an online game named 'Goonzu' was reviewed by the perspective of constructivistic teaming theories. As a result of this review, it was proven that constructivistic methodologies were applied effectively in that lecture. Based on this, the possibility of utilizing online games as the effective material in the constructivistic teaming activity is discussed in this study.

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A Study on the Effect of Mobile Social Network Game Characteristics in Electronic Word of Mouth (모바일 소셜 네트워크 게임의 특성이 온라인 구전에 미치는 영향에 관한 연구)

  • Kang, Moon-Young;Chi, Yong-Shou;Park, Jong-Woo
    • Journal of Korea Game Society
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    • 제14권5호
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    • pp.193-202
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    • 2014
  • This study is based on previous studies on the various types of games and analyse the effects of the characteristics of mobile social network games on online word-of-mouth of game users. As a result, it was revealed that commitment increased because of the features of not needing to access continuously, not interrupted by reciprocal relationship among users, a particular time and place. However, in the process of the interaction with the media, perceived individual social presence and asynchrony that did not need to continue to access, they did not affect satisfaction and respectively. In addition, this commitment had more effects on online word-of-mouth than satisfaction. Comprehensive the above, the research achievement of this study may be expected to contribute to the ongoing development of future domestic mobile social network game industry.

Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • 제13권1호
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.

A Study about Transforming Strategy to Game of TV Animation as appeared in (<스프링필드>에 나타난 TV애니메이션 <심슨가족>의 게임화 전략 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
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    • 통권39호
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    • pp.85-109
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    • 2015
  • have been transformed to many products and game of various platform as successful animation be making for 26 seasons. However past studies were concentrated on characteristic of as an TV animation series, almost never focused on transforming strategy. is showing distinguished strategy for how long living TV animation series can be made to user participating contents constantly. This paper analyzed a characteristic transforming strategy to game of as focusing on that EA company was made for mobile platform and it has been popular for a long time comparatively. So first we analyzed characteristic narrative of animation, and then searched how it is appeared to space managing simulation game . It will be helpful study how to build narrative strategy when TV animation series will be transformed to game as analyzing gamification process of .

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • 제22권2호
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • 제21권2호
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

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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    • 제17권12호
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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.

Education System to Learn the Skills of Management Decision-Making by Using Business Simulator with Speech Recognition Technology

  • Sakata, Daiki;Akiyama, Yusuke;Kaneko, Masaaki;Kumagai, Satoshi
    • Industrial Engineering and Management Systems
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    • 제13권3호
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    • pp.267-277
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    • 2014
  • In this paper, we propose an educational system that involves a business game simulator and related curriculum. To develop these two elements, we examined the decision-making process related to business management and identified some significant skills thereby. In addition, we created an original simulator, named BizLator (http://bizlator.com), to help students develop these skills efficiently. Next, we developed a curriculum suitable for the simulator. We confirmed the effectiveness of the simulator and curriculum in a business-game-based class at Aoyama Gakuin University in Tokyo. On the basis of this, we compared our education system with a conventional system. This allowed us to identify advantages of and issues with our proposed system. Furthermore, we proposed a speech recognition support system named BizVoice in order to provide the teachers with more meaningful feedback, such as level of students' understanding. Concretely, BizVocie fetches students' speech of discussion during the game and converts the voice data to text data with speech recognition technology. Finally, teachers can grasp students' parameters of understanding, and thereby, the students also can take more effective class using BizLator. We also confirmed the effectiveness of the system in the class of Aoyama Gakuin Universiry.

Study on Player Attitudes Regarding Gender in the MMORPG Customization Process (MMORPG 커스터마이징에서 젠더에 대한 플레이어 태도 연구)

  • Paik, Chul-Ho
    • Journal of Korea Game Society
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    • 제12권1호
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    • pp.91-101
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    • 2012
  • The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.

A MMORPG Quest Reward Design Technique By Considering Optimal Quest Play Paths (최적 동선을 고려한 MMORPG 퀘스트 보상 설계 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • 제9권4호
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    • pp.57-66
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    • 2009
  • A quest system is one of the important parts in the MMORPG (Massive Multiplayer Online Role Playing Game) contents. Because of its complexity in combining various content components, quest reward design belongs to a complicated work in estimating quest reward levels correctly in the initial development stage. In this paper, we suggest a new quest reward design technique by considering optimal quest play paths. We model a quest reward problem as the TSP (Traveling Salesman Problem) and solve that by adopting genetic algorithms. With our system, game designers easily estimate the optimal quest play path and it can be useful in reducing the trial-errors in the initial quest design process.

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