• Title/Summary/Keyword: game analysis method

Search Result 370, Processing Time 0.029 seconds

An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.85-94
    • /
    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.

The Research on Applying FMEA to Evaluate the Safety of Tangible Game - Focusing on Wii Accident Cases - (FMEA를 활용한 체감형게임 안전성 평가모델에 관한 연구 - wii 사고사례를 중심으로 -)

  • Kim, Woo-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.10 no.3
    • /
    • pp.25-35
    • /
    • 2010
  • This paper researched the possibility of applying FMEA that estimates and eliminates the failure modes into the measurement of tangible game's safety. Tangible game with actuation makes unexpected accidents for the game users. And this article tried to give risk priority number to 2 categories, game device and physical injuries using FMEA method. The result showed that TV and Hand laceration and/or bruise were revealed as the most risky factors among the others. In conclusion, it is suggested that FMEA can present integrated, quantitative and coherent measurement for the safety of tangible game.

Analysis of MMORPG Character for The OSMU (OSMU를 위한 MMORPG 캐릭터 특성 분석)

  • Kim, Nam-Jae;Lee, Dong-Yeor
    • Journal of Digital Convergence
    • /
    • v.10 no.1
    • /
    • pp.429-434
    • /
    • 2012
  • The Korea Convergence Society. In this paper, we were writing about the difficulties of the online game character OSMU. The character has special properties. that is Avatar Properties. To understand the difference between game characters and Successful Characters We analyzed them for each element. Through this analysis, We sought a method for online game character OSMU.

An Analysis of determinant on Repurchase Behavior of Game User in Chinese online game industry: moderation effect of online review (중국 온라인게임 산업의 게임사용자 재구매 행위 결정요인에 관한 연구: 온라인평가의 조절효과 분석)

  • Lee, Young-Duck
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.41-54
    • /
    • 2015
  • Despite a great performance of Korean online game in Chinese online game market, Korean companies were faced with decreasing market positions in China from 2006. To overcome this problem, I will suggest a research model about determinant of repurchase behavior of on-line game user and moderation effect of online review. Data collected from questionnaire survey were used in empirical analysis on research hypothesis through moderated multiple regression method. There are several conclusions as such; first, perceived value and loyalty of consumer have great positive relationships with repurchase behavior. Second, online review has positive direct influence on repurchase behavior and moderation effect of relationships among them. Third, game company has great efforts to develop online games and game contents which were guaranteed before in price, quality, information, and accurate consideration of online review.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.138-146
    • /
    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.3-24
    • /
    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.3
    • /
    • pp.19-31
    • /
    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

Joint Analysis of Combat Power and Communication System via Interoperation of War Game Simulator with Communication Network Simulator (워게임 모델과 통신 모델의 연동을 통한 전투력 및 통신시스템 요구 성능의 상호 분석)

  • Kim, Tag Gon;Kim, Deok Su;Sung, Changho
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.37C no.10
    • /
    • pp.993-1003
    • /
    • 2012
  • This paper presents a method for joint analysis of combat power and communication system performance via interoperation of a war game simulator and a communication network simulator using HLA/RTI. Effectiveness analysis of combat power has been performed by war game simulation with consideration of communication effects simulated by the network simulator. Performance analysis of a communication system has been performed by network simulation with computer forces generated by the war game simulator. Survivability of the red force and transmission power of a tactical FM radio for the blue force have been measured for the joint analysis.

Research of intelligent rhythm service of edutainment humanoid robot (에듀테인먼트 휴머노이드 로봇의 지능적인 율동 서비스 연구)

  • Yoon, Taebok;Na, Eunsuk
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.75-82
    • /
    • 2018
  • With the development of information and communication technology, various methods have been tried to provide learners with a fun educational environment through fun and interest. It is a good example to utilize technologies such as games and robots in education for edutainment and game-based learning. In this study, we propose an intelligent rhythm education system using user data collection and analysis for humanoid robot rhythm generation. To do this, the user selects music and inputs rhythm information according to the selected music. The robot utilization data of this user extracts patterns through collection and analysis. Patterns are based on frequency, and FFT similarity comparison method is applied when past data is insufficient. The proposed method is validated through experiments of kindergarten children.

Investigation on 12 Phases of Hero's Journey in RCT3 Game Story (게임스토리에 나타난 영웅의 모험(Hero's Journey)의 12가지 단계 분석)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.11
    • /
    • pp.104-109
    • /
    • 2006
  • Recently, embedding method of a story into a game has gathered much attention than ever. In this study, the 12 phases of Hero's Journey, which was suggested by Joseph Campbell and was highlighted in the area of movies and myths, has been analysed at a point of Christoper Vogler. Since a gamer is not just only a player but also a story-teller in a game, the story experienced by the player enjoying the game was examined and correlated with the 12 phases of Campbell. The game RCT3, a construction/management simulation game ,produced by Atari, was studied. The 12 phases of Campbell was applicable to game story.

  • PDF