• Title/Summary/Keyword: game analysis method

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A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.49-56
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    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

Study on Consumer Problems Related to Use of Online Game Services by Type and Age (온라인게임 서비스 이용 소비자의 연령별.유형별 소비자문제 연구)

  • Choi, Eun-Sill
    • Journal of Family Resource Management and Policy Review
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    • v.10 no.3
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    • pp.23-43
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    • 2006
  • The purpose of this study is to identify the types of consumer problems involving the use of online game services in Korea. This study analyzed the consumer damage cases by age and type that were reported to the Korea Consumer Protection Board (KCPB). The results of this study are as follows: The online game complaints varied by age. In the case of children, most complaints involved phone charging online game fees without parents' consent. There were similarities in the victimization of teens and children according to reason for complaint, handling result and type of damage. However, based on method of charging, mobile phone and credit card payments were causes in the case of teen victimization. Meanwhile, complaints among adults showed more complexity than the previous two groups such as cases relating to online game companies illegally seizing game items and game accounts, and charging fees for unused services caused by identity theft. By type of charging method, most complaints involved phone and mobile phone payments. According to the analysis result of online game victims, the monetary damage of consumers did not differ among socio-demographic variables such as age, residence, gender and occupation but there was difference in the method of charging. In the handling period, differences could be seen by age, year, gender and type of damage.

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A Study on Composition Factor of Online Game Community using Case Analysis of Cyworld (싸이월드의 사례 분석을 이용한 온라인 게임의 커뮤니티 구성 요소에 대한 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.3-13
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    • 2004
  • On today, online community that is irrespective to geometrical area and time has been appeared by information technology and development of internet. It has been significant decision method of a personal and company. And online community is variously classified by it's purpose. Among online community, online game community is be roughly classed as community in online game and community in related online game. Community in related online game community is means for interchanging informations using e-mail, bulletin board, so as on. These information contain game playing, game contents so as on. And community in online game is implemented as team, item exchange, chatting etc. Importance of community in online game and community in related online game have been increased. But online game community is not distinguished, comparing with importance of it. So, in this paper, we study on the case analysis of cyworld's community that developed characteristic community. Cyworld community is suitable for new generation and korean life style, method of adaption online game. This paper should be profitable for community in re lated online game, community company to planning, developing a characteristic community.

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A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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A case study of model for playability and effectiveness analysis of serious games (기능성게임의 게임성과 효과성 분석 모델 사례 연구)

  • Yoon, Taebok;Kim, Min Chul
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.111-120
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    • 2018
  • Serious games are developed not only as a means of enjoying fun, but also as a special purpose in various fields such as education, medicine, public relations, and management. Such a serious game should have the effect of meeting the specific purpose with the game of the general game. However, it is difficult to show both game performance and effectiveness. This study examines game performance and effectiveness of serious game, and suggests a method of finding model of superior serious game. In the experiment, we examined the game performance of some commercial and general games using the proposed method and confirmed the meaningful results.

Computer Game Addiction and it's Predictors of Korean Elementary School Children (고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인)

  • Oh Won-Oak
    • Child Health Nursing Research
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    • v.10 no.3
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    • pp.282-290
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    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

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Expression Analysis System of Game Player based on Multi-modal Interface (멀티 모달 인터페이스 기반 플레이어 얼굴 표정 분석 시스템 개발)

  • Jung, Jang-Young;Kim, Young-Bin;Lee, Sang-Hyeok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.7-16
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    • 2016
  • In this paper, we propose a method for effectively detecting specific behavior. The proposed method detects outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment and add keystroke based on repeated pattern. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players was used to analyze high-dimensional game-player data for a detection effect of repeated behaviour pattern. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. In addition, Repeated behaviour pattern can be analysed possible. The proposed method can also be used for feedback and quantification about analysis of various interactive content provided in PC environments.

Design and Implementation of a Walking Beat Game Machine Using Frequency Analysis (주파수 분석을 이용한 워킹 비트 게임기 설계 및 구현)

  • 이건학;김도현;안현식
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.123-126
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    • 2000
  • In this paper, the portable game machine called W"alking Beat" is designed and implemented not only to propose the new possibilities for the peripheral equipment market of portable acoustic machine but also to overcome the limitation of the acoustic simulation game machine such as the existing Beat Mania. The old game machine can be used only in a particular place, where it is installed. However, in order to get over the constraint on this space problem "Walking Beat Game Machine" is designed to facilitate the portability. In addition, the frequency analysis method using FFT algorithm is employed by regarding the music data for the portable digital acoustic machine as source so that the limitation that the existing game machine depends heavily on the previously registered game contents can be overcome. By making it possible to play games for all the music and putting an emphasis on multimedia trend only to listen to the music, it is speculated that it can contribute to the development of the new culture in the near future.

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