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      • KCI등재

        Exploring the Relationship Between Game Motives and Avatar Perception Among Russian Teenagers Roblox Players: A Survey-Based Analysis

        Iuliia Li,김정윤 (사)한국컴퓨터게임학회 2023 한국컴퓨터게임학회논문지 Vol.36 No.4

        The popularity of games like Roblox has surged due to their open-world nature, enabling exploration, social interaction, and creative expression through avatars. Teens engage with these games not just for entertainment, but also for communication, virtual purchases, and escapism. Consequently, there is increasing interest in studying the relationship between individuals and their avatars, much remains unexplored in this field. This study investigates the alignment between game motives and avatar perception among Roblox players. An online survey was conducted, featuring 20 questions divided into game motives and avatar perception sections, among 133 Russian teenagers. Results showed correlations between game motives and avatar perceptions. For example, the experimental motive is closely linked to perceiving the avatar as oneself (avatar-as-me) and symbiote, while social motive leads to the avatar as tool perception, moreover perceiving avatar “as me” correlates with all game motives. Also, this study showed the high importance of avatar appearance, which is connected to avatar perception but can't be explained only by this. Understanding avatar perception is crucial for cultivating a safer and more user-friendly online environment and creating new games that will attract more players and help developers.

      • KCI등재

        Delphi Study on Game Content Valuation Model Element Extraction and Analysis

        이성태,조옥희 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.4

        This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors .

      • KCI등재

        Study of Game Interactive Storytelling Design : Focusing on The Elder Scrolls 5 Skyrim

        막옥도,김석규 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.4

        In recent years, Sandbox Games have become more and more popular in players, and The Elder Scrolls 5 Skyrim is the magnum opus of this type of game. However, the element of this game's attraction for players, which is why the game is fun to play is worth exploring in the territory of Game Design. In this paper, I will introduce the game The Elder Scrolls 5 Skyrim in detail, listing some of the game's storyline 、 Game Mechanics and analyze them. Researching the advantage and disadvantage viewed from the angle of Game Interactive Design. Finally by analyzing a large number of interactive storytelling cases in the game and the game experience brought to players, I get some universal principles in the game interactive storytelling design level. The research transforms the players' subjective intuition factor into a clear interactive storytelling design pattern, which aims to provide qualitative design criteria and framework for game interactive storytelling design. Then find a universal technique of Game Interactive Design, that is how to design a game interaction system for a sandbox game that will make the game attractive to players. And this may provide some guiding significance for the later Game Interactive Designing.

      • KCI등재

        Reading Emotion of a Video Game Character: Focusing on Primary and Secondary Emotion

        사영준 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.1

        The current study explored perceiving emotion of video game characters. Previous studies on emotion proposed two types of emotion--primary and secondary emotion--and suggest that people tend to read primary emotion from non-human beings as well as humans, yet perceive secondary emotion only from humans. Acknowledging that a video game characters are often considered as humanlike objects despite their non-human nature, we examined whether people perceive both primary and secondary emotion from a video game character and whether emotion reading is influenced by character- and user-related factors. Participants were completed an online questionnaire, in which they reported to what extent they read each type of emotion from a female and male video game character. Results revealed that people read both primary and secondary emotion from a video game character, while positive emotion was more likely to be perceived than negative emotion. Prior video game experience was related to the extent to people read emotion, such that the more experience people have, to a lesser extent they read negative emotion. Furthermore, positive emotion reading was associated with likability of a video game character, suggesting that emotion reading may lead to positive evaluation of the character.

      • KCI등재

        The Gamification study for Politics : Blockchain Based Gamification System and Method for Evaluating Politician & Political Party Using Issue Information through game mechanics

        김정태 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.1

        This paper is to propose the blockchain based gamification system and method for evaluating politician & political party using issue information through game mechanics. The gamification is the idea of using game-thinking and game mechanics (leaderboards, points, levels, badges, items etc) to solve problem and engage players. Players in gamification stand for users, audiences, customers, clients, buyers, learners, patients, soldiers, etc, this paper regards player as elector (or voter). Theoretical background of gamification is based on game design studies such as game components and MDA framework which consists of mechanics, dynamics, and aesthetics. This paper treats game mechanics as the first effective factor for successful evaluating method for politician and political party. The main goal of gamification of evaluating politician & political party is to encourage greater engagement in elector (player) and aiding in creating richer experiences in political issues through proposed system and method. The purpose of this study is to research on interactive evaluating system and method with gamification on blockchain which covers vulnerable security of web or app service.

      • KCI등재

        An Analysis of Time Loop Device of Game ‘12 minutes’ - Focusing on Repeatability and Player Experience

        길태숙 (사)한국컴퓨터게임학회 2022 한국컴퓨터게임학회논문지 Vol.35 No.4

        The time loop is a device that allows characters to experience repeated cycles of time, and it is characterized by the process of identifying and solving problems through repeated failures in periodic time. In this paper, game elements and storytelling were examined, focusing on the game '12 Minutes', to find out how repetition through the time loop device affects the development of the game and the player's experience. In addition to the interaction perceived as a time loop in the game, it was analyzed how the function of the player character and the player, the game's goal and turning point change in it. As a result, the following facts were found out. First, in a time looping game, repetitive interactions occur between an object, characters, and a player. So the player character and the player are aware of looping, and time looping occurs in the player's dimension and also the player character's dimension. Second, the time loop in the game is a platform that creates multiple narratives, enabling various attempts to solve problems. Moreover, it is a device that players can express their desires well through the actions they take in the virtual world.

      • KCI등재

        Platformer Game Contents Creative System using Paper and Its Effects

        백재순,이진우,오규환 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.2

        We have developed a system that allows users to play the contents of a flat former game drawn on an A4 size paper on a mobile device. If game contents drawn in a paper drawing are recognized through a camera of the mobile device, the game contents can be converted into digital and enjoyed in a mobile application. The user directly draws a game object using a writing instrument in a paper drawing. In order to enhance the object design convenience, the core game object is patterned and a new combination pattern can be created by combining meaningful patterns. In addition, to complement the limited size of the map that can be drawn on one piece of paper, we added the ability to construct a stage by combining the maps. Game components other than the object of the game drawn in the paper drawing can be added inside the system, thereby providing a highly flexible content creation. In order to supplement the process of repetitively creating game contents through paper drawings and converting them to digital, we made it possible to create and modify game contents in the system. The service model proposed in this study is to provide the experience of digital game contents creation in conjunction with unplugged activities for children. In this way, it will be possible to motivate creative activities by linking traditional unplugged activities for children with digital activities, and cultivate software literacy that fits the digital age.

      • KCI등재

        An Analysis of the Preference Type of Internet Personal Game Broadcasting in China – focused on Player-Unknown’s Battlegrounds Streaming

        서령,길태숙 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.4

        The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown’s Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown’s Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

      • KCI등재

        Exploring Game-related Mocumentary: Focus on “Tekken Hot War”

        한석희 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.1

        This study detailedly analyzes the Season 1 of mocumentary “Tekken Hot War”, game-related mocumentary (also known as fake documentary) produced by MBC Game in 2006. As game industry has been developed and advanced, many game-related films and videos are also produced well such as competition, game research, interview, and so forth. These days, many people watch these game-related media online and off-line, and game-related media become a part of their life for leisure. However, game-related mocumentaries are not produced much yet all around the world, and consequently studies are not enough. Thus, this study tries to analyze and explore the trait of the mocumentary. Especially, this study explores various traits of game-related mocumentary “Tekken Hot War” which was based a fighting action game Tekken produced by Japanese company Bandai Namco and researches it by 1) Story 2) Type of Scene 3) Fake (Mock) Factor in detail. Throughout this, it not only does qualitative analysis of the game-related mocumentary that explores undiscovered areas, but also provides meaningful implications into the game and media industry.

      • KCI등재

        공포 방 탈출 게임 ‘The Ampoule’의 설계 및 구현

        김승범,권순재,금정식,박소영 (사)한국컴퓨터게임학회 2023 한국컴퓨터게임학회논문지 Vol.36 No.4

        본 논문에서는 몬스터에게 붙잡히지 않고 키를 찾아서 연구소를 탈출하는 공포 방탈출 게임을 제안한다. 제안하는 게임을 진행한30명의 게임 플레이 로그 데이터 분석 결과와 설문조사 결과를 바탕으로, 제안하는 게임의 특징을 분석한 결과는 다음과 같다. 첫째, 제안하는 게임은 다양한 아이템, 액션, 탈출 경로를 제공한다. 제안하는 게임이 숨을 곳도 많고 다양한 상호작용을 제공한다고 설문에서4점 이상 주었다. 또한, map의 footprint를 분석한 결과, 플레이어는 다양한 경로를 통해 키를 찾아서 탈출하였다. 둘째, 제안하는 게임은 외관으로 기능을 추론할 수 있는 직관적인 오브젝트를 제공한다. 따라서, 플레이어는 시각적 공간 및 게임 아이템 용도를 쉽게 파악하여 조작할 수 있다. 설문조사 결과에서, 플레이어는 조작감 관련 항목의 점수를4점 이상을 주었다. 셋째, 제안하는 게임에서 플레이어는 아이템이 충분할 때보다는 부족할 때 더 몰입을 잘 한다. 게임 플레이 로그 데이터 분석 결과와 설문조사 결과에 따르면, 플레이어는 아이템이 부족할 때 더 크게 공포를 느끼고 상황에 몰입하여, 더 적극적으로 행동하게 되고 더 민감하게 반응한다.

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