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      • KCI등재

        A Study on Game Design Component Model using AHP

        남기덕 (사)한국컴퓨터게임학회 2024 한국컴퓨터게임학회논문지 Vol.37 No.1

        Due to the development of commercial game engines, technical skills in game production are gradually being standardized. Game design ability is emerging as a key to success. In order to understand what a fun game is, it is necessary to analyze and understand the game in detail. The purpose of this study is to present a game design component model that is helpful in game production practice and provide guidelines to ensure systematic game design during the game design process. This study designed a game design component hierarchy model through prior research on domestic and foreign game design components. The model consisted of 5 upper classes and 15 lower classes. The designed model was adopted using the AHP research methodology and applied to single-player games and multiplayer games to compare and analyze importance and priorities. Important components in single-player games were operation, rules, game play, storytelling, and characters, and important components in multiplayer games were balance, UI, rules, operation, and game play.

      • KCI등재

        A Study on the Priority for Fun Factors by Genres: Focusing Action, Adventure, Role-Playing Games

        남기덕 (사)한국컴퓨터게임학회 2022 한국컴퓨터게임학회논문지 Vol.35 No.3

        Games are divided into numerous genres compared to other media, and new genres are rapidly being created. Since there is a huge difference in the player's experience for each genre, being able to provide different kinds of fun that is essential for each genre is the key to success in game development. Therefore, for efficient game development, it is necessary to conduct quantitative research on the fun factors of games by genre. The purpose of this study is to contribute to the efficient development of each genre by quantitatively deriving the priority of game fun factors by genre that can be used in game development through the AHP method. In this study, action, adventure, and role-playing games were selected based on 6 major game genres. Although these 3 genres are often fused as mutually complex genres, it is difficult for even experienced game developers to clearly understand the difference in fun factors. I derived the importance of each genre of action, adventure, and role-playing through the AHP method for the fun factor model of the game, and compared and analyzed the priorities according to the importance. In the upper tier, feedback system, dynamics, and mechanics in action games, story in adventure games, and goals and story in role-playing games were highly prioritized. In the lower tier, sense of control, feeling of hit, adventure in action games, storytelling, tension(story), adventure in adventure games, and growth, character, and storytelling in role-playing games were highly prioritized

      • KCI등재

        싱글과 멀티 플레이 게임의 재미요소에 대한 우선순위 비교 연구

        남기덕 한국게임학회 2022 한국게임학회 논문지 Vol.22 No.2

        The fun factors of single-player and multi-player games are clearly different. It is necessary to focus on the fun factors suitable for each development. In this study, in order to provide guidelines for fun factors that can be used in the game industry, a model of fun factors was designed based on prior research. Priorities for fun factors of single-player and multi-player games were derived and comparatively analyzed through AHP. Story/aesthetics and growth/storytelling in single-player games, mechanics/goal and variety(experience)/reward in multi-player games were highly prioritized. 싱글 플레이 게임과 멀티 플레이 게임에서 요구되는 재미요소는 명확한 차이가 존재하므로 각각에 맞는 재미요소에 집중하여 개발이 이뤄질 필요가 있다. 본 연구는 게임 업계에서 활용할 수 있는 게임 재미요소의 가이드라인을 제공하기 위해, 선행연구를 바탕으로 게임의 재미요소 모형을 설계하고, AHP를 통해 싱글과 멀티 플레이 게임의 재미요소에 대한 우선순위를 도출하여 비교분석했다. 싱글 플레이 게임에서는 스토리, 미적 정서가 중요하며, 성장, 스토리텔링, 긴장감(스토리 전개), 그래픽이 우선순위가 높게 나타났다. 멀티 플레이 게임에서는 메커닉스, 목표가 중요하며 경험다양성, 보상, 경쟁, 소속감이 우선순위가 높게 나타났다.

      • KCI등재후보

        가성 장폐색 증상으로 나타난 위유암종

        남기덕,장영운,문주영,채명종,장재영,김남훈,이상길,주광로,동석호,김효종,김병호,이정일,장린 대한소화기내시경학회 2005 Clinical Endoscopy Vol.30 No.6

        위유암종은 최근 위내시경과 면역조직검사의 발달로 보고가 증가되고 있는 질환으로 임상적 중요성이 높아지고 있다. 최근에는 같은 위유암종이더라도 종류에 따른 증상과 치료법이 다르며 적응증이 되는 경우에는 내시경 용종절제술의 방법으로 위절제술을 대신하고 내시경으로 추적 관찰하는 치료법이 주목받고 있다. 이는 재원일수와 수술 후 합병증 감소에 좋은 결과를 가져올 수 있다. 저자들은 가성 장폐색 증상으로 나타난 위유암종을 경험하였고 내시경 용종절제술을 시행한 1예를 경험하였기에 문헌고찰과 함께 보고한다. Clinical significance and prevalence of gastric carcinoid tumor are considerably rising. This is reflective of both their increased identification, with the widespread availability of upper gastrointestinal endoscopy, as well as the development of immunohistochemical study. The improvements in survival rates of gastric carcinoid tumor indicate an ability to develop optimal therapeutic strategies and regimens. Usually, the recommended treatment is surgical or endoscopic excision of the tumor. We experienced a case of intestinal pseudoobstruction combined with gastric carcinoid tumors in a 45 year-old man. He was successfully treated with endoscopic polypectomy.

      • KCI등재

        육군 초급지위휘자(관) 지휘통솔력 측정 질문지 개발 연구

        남기덕,고재원 陸軍士官學校 1999 한국군사학논집 Vol.55 No.-

        This study was aimed to develop questionnaires that can be used to scientifically and quantitatively assess leadership behaviors of lower level leaders such as platoon leaders and company commanders. Immediate subordinates were supposed to evaluate their leaders' behavior on these questionnaires. Stringent procedures that are delivered from psychometric theories were adopted when performing this project. There were 4 interconnected studies in this project. In the first study, the items of Yukl(1988)'s questionnaire was translated into Korean. This Korean version of the Yukl's questionnaire was applied to soldiers and platoon leaders. Item analyses were conducted on the data and items that were high in item reliability and item validity were selected.

      • KCI등재

        게임 구성요소를 중심으로 한 게임 분석 방법에 대한 고찰

        남기덕,윤형섭 한국게임학회 2015 한국게임학회 논문지 Vol.15 No.5

        The game industry has been seeing rapid change brought on by the competitive environment globally. As a result, game design skill is being magnified as a key to success. Because of lack of game design skills, Korean game market is in crisis recently. The game analysis is necessary to enhance game design skills. However, criteria and definition of game analysis is not clear and it is difficult to use for game development. This paper will suggest H-G model which has two factors that are ‘human role’ and ‘the scope of game analysis’. This model segments 9 types of game analysis method. This study finds the limitation of leading researches and tries to improve it mapping the major leading researches to H-G model. This paper would help to make the game analysis be integrated and systemic research as regards 9types of H-G model. 세계적으로 게임 산업의 경쟁이 심해면서 기획력이 성공의 열쇠로 부각되고 있다. 하지만 한국게임은 기획력 부족 논란으로 경쟁에 뒤쳐지며 해외 진출에 제동이 걸렸고 반대로 해외 게임에 국내 점유율을 잠식당하는 위기에 처해 있다. 기획력을 높이기 위해 게임에 대한 이해가 선결 과제이며 게임에 대한 이해를 돕기 위해 게임 분석은 가장 좋은 방법이다. 그러나 지금까지의 게임 분석방법은 실무에서 사용되고 있는 세부적인 구성요소까지 분류되지 못했고 게임 디자인 외적인 부분을 고려하지 못한 채 추상적이고 한정된 범위에서 이루어져왔다. 본 논문에서 ‘인간의 역할’과 ‘게임분석의 영역’의 2축을 기준으로 한 H-G모델을 제안하고 게임 분석 방법을 9가지 유형으로 분류하였다. H-G모델에 선행 연구를 매핑한 결과 기존의 연구들은 2가지 유형에 한정되어있음을 확인하였다. 본 연구를 통해서 앞으로의 게임 분석에 대한 연구가 H-G모델을 통해 제안한 9가지 유형을고려한 통합적이고 체계적이 될 수 있는 가능성을 제시한다.

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