• 제목/요약/키워드: Immersion of the game

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Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Children's use of Computer Game and Game Immersion: According to Grade (아동의 컴퓨터게임이용 실태에 따른 게임몰입 경향에 관한 연구)

  • Lee, Gyeong-Seon;Lee, Jeong-Hwa
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.182-189
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    • 2008
  • The purpose of this study were to investigate 1) present condition of children's usage of computer game, 2) difference in extent of immersing in computer game according to grade, and 3) difference in extent of immersing in computer game according to conditions of computer game usage. A total of 239 children from 1st to 3rd grade in an elementary school in Busan were surveyed with two kinds of questionnaires about usage of and immersion in computer game. The collected data were analyzed using SPSS 12.0 program. It was revealed that the 1st graders showed higher scores on experience of computer game, frequency of computer game per week, and amount of time for each computer game than the 3rd graders. However, there were no significant differences in extent of immersing in computer game according to grade and to conditions of computer game usage. The findings of this study implies that the age of using computer game is going down rapidly. Discussions and suggestions for further study were provided.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable (증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로)

  • Cho, Namjae;Wang, YanRui;Cheong, Eunjeong;Yu, Giseob
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

A Study on effective plan of game over-immersion (게임 과몰입 효과적 대처 방안에 관한 연구)

  • Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.323-326
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    • 2011
  • 본 연구는 재학생들에 대한 게임 과몰입 위험요인과 보호요인으로 작용하는 기질 및 성격적 특성을 살펴봄으로써 게임 과몰입으로 인해 학업 및 대학생활 적응에서 어려움을 겪는 학생들을 돕기 위한 방안을 제시하고자 한다. 게임 과몰입이 학업적응 및 학업성취와의 관련성과 게임 과몰입 방안을 마련하기 위한 기질 및 성격적 특성에서의 위험요인과 보호요인을 확인할 수 있다.

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Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games (모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석)

  • Feng, JingWei;Lee, HongMei;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.