• Title/Summary/Keyword: play(Game)

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Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

A Study on Convergence Development Direction of Gesture Recognition Game (동작 인식 게임의 융합 발전 방향)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.1-7
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    • 2014
  • Gesture recognition provides the ease and immediacy to users in the processing technique for recognizing the gesture. Because of these benefits, gesture recognition technology has been applied and fused in many areas, such as the military, health care, education. In particular, the gesture recognition in game field since it can provide users to play games similar to the actual gesture, it being fused with many areas such as medical, military, and education. This paper is to discuss the future convergence direction of motion recognition games based on this background. In this paper, it looks at technology status and the game of gesture recognition, describe the problem and improvement of gesture recognition game. This paper can help improving the competitiveness of domestic convergence on gesture recognition game.

Parent Related Factors in Internet Game Addiction among Elementary School Students (초등학생의 인터넷게임중독에 영향을 미치는 부모관련 변인)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Child Health Nursing Research
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    • v.15 no.1
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    • pp.24-33
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    • 2009
  • Purpose: The purpose of this study was to explore the parent related factors that influence internet game addiction among elementary school students. Method: Data was collected through self-administered questionnaires and descriptive statistics, t-test, ANOVA, correlation and stepwise multiple regression were used to analyze the data. Data survey was conducted with 739 conveniently selected students who were in grades 4, 5, and 6 of elementary schools in Seoul or Gyung-gi province. Results: The addiction groups were classified as general user group (84.3%), potential risk group (10.0%) and high risk group (5.7%). There were significant internet game addiction differences by gender, grade, expense of internet cafe, religion, school record, place where child played, economic status, and duration and frequency of game play. The addiction was negatively correlated to parents' attachment, supervision, attitude to child nurturing, and expectations regarding school study. The most significant variables were both parents' attitude to child nurturing, and mother's supervision. These three variables explained 20.7% of internet game addiction in elementary school students. Conclusion: These findings are expected to make a contribution to the creation of ideal interventions at school, home, and counselling centers to prevent internet game addiction.

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Development of twosome collaboration dance game using Brain-Computer Interface (뇌-컴퓨터 인터페이스를 활용한 2인용 협동댄스게임 구현)

  • Park, Tae-Ryoung;Kim, Jai-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2575-2581
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    • 2011
  • Recently, systematic research on the brain has been conducted and BCI(Brain -Computer Interface) technology applying electroencephalogram has been actively researched. Especially, serious game technology using BCI device has been the subject of interest. This paper develops a "twosome collaboration dance game," which is a serious game that takes advantage of NeuroSky's SDK(System Development Kit) and helps developing the spirit of team work and sociality based on attention and meditation, unlike existing single player games. We expect that this game will help to visualize brain functions of people and to cure ADHD children and the elderly people with MCI(Mild Cognitive Disorder). It is also expected to play a role of social catalyst to the game culture of the adolescent.

A redistribution model of the history-dependent Parrondo game (과거의존 파론도 게임의 재분배 모형)

  • Jin, Geonjoo;Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.77-87
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    • 2015
  • Parrondo paradox is the counter-intuitive phenomenon where two losing games can be combined to win or two winning games can be combined to lose. In this paper, we consider an ensemble of players, one of whom is chosen randomly to play game A' or game B. In game A', the randomly chosen player transfers one unit of his capital to another randomly selected player. In game B, the player plays the history-dependent Parrondo game in which the winning probability of the present trial depends on the results of the last two trials in the past. We show that Parrondo paradox exists in this redistribution model of the history-dependent Parrondo game.

Internet of Things and Game as Described in the Case of Overseas (해외 사례로 살펴본 사물인터넷과 게임)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.465-466
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    • 2015
  • Recently Internet of things(IoT) industry has grown, Giant company of the world, have developed a variety of equipment using this. Several things are to be able to enjoy the game of devices have been developed game that play with the device has been released. This paper aims to derive the necessary element for the game development around IoT equipment. In this study, we investigated several cases using IoT device that have been released and have been developed abroad, literature related to game development reviewed. As a result, majority case using in game field, it appeared by using virtual reality that supported the 3D screen using a head-mounted display, in addition, have been released motion-based game.

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Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.89-100
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    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.

An Implementation of a Mobile Sudoku Game with a Step-by-Step Character Raising (단계별 캐릭터 육성을 결합한 모바일 스도쿠 게임 개발)

  • Yu, Ri-A;Yu, Su-Wan;Cho, In-Kyeong;Song, Hye-Ju;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.27-35
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. In the paper, we propose a mobile Stouku game which trains a brain. The proposed game is user-oriented play style that the game users can raise their characters theirselves. It gives users a sense of achievement and can also help improve intelligence by becoming familiar with a numeral. The game raises an awareness and immersion by adding various events and lowering the degree of difficulty more than previews games. In the paper, we demonstrate the proposed Sudoku game in the mobile device and present the result.

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Multi-Stage Generation Allocation Game Considering Ramp-rate Constraints (경쟁적 전력시장에서 발전기 증감발률을 고려한 다중시간 발전량 배분 게임)

  • Park, Yong-Gi;Park, Jong-Bae;Roh, Jae-Hyung;Kim, Hyeong-Jung;Shin, Jung-Rin
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.3
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    • pp.509-516
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    • 2011
  • This paper studies a novel method to find the profit-maximizing Nash Equilibriums in allocating generation quantities with consideration of ramp-rates under competitive market environment. Each GenCo in a market participates in a game to maximize its profit through competitions and play a game with bidding strategies. In order to find the Nash equilibriums it is necessary to search the feasible combinations of GenCos' strategies which satisfy every participant's profit and no one wants various constraints. During the procedure to find Nash equilibriums, the payoff matrix can be simplified as eliminating the dominated strategies. in each time interval. Because of the ramp-rate, generator's physically or technically limits to increase or decrease outputs in its range, it can restrict the number of bidding strategies of each generator at the next stage. So in this paper, we found the Nash Equilibriums for multi-stage generation allocation game considering the ramp-rate limits of generators. In the case studies, we analyzed the generation allocation game for a 12-hour multi-stage and compared it with the results of dynamic economic dispatch. Both of the two cases were considered generator's ramp-rate effects.