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A Study on the Correlation Between Board Game Balance Factors and Play Experience KCI 등재

보드게임 밸런스 요인과 플레이어 경험의 상관관계 분석 연구

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

Board games are steadily growing, re-evaluating the value of analog communication in the digital age. This market growth has raised players' expectations for quality, leading to a growing demand for well-crafted, well-balanced games. Game balance is a crucial element in providing players with a fair and immersive experience. However, board game balancing has primarily relied on the designer's experience or intuition, or on small-scale testing, which is time-consuming, costly, and carries the risk of bias. Therefore, this study aimed to empirically analyze the core elements of balance perceived by players. Based on existing research, we derived four balance factors—fairness, variety, scalability, and ease of play—and three play experiences—immersion, aesthetics, and interactivity. We conducted a survey of 78 college students who played eight board games over an eight-week period, and performed correlation and multiple regression analyses. The results revealed that fairness and variety significantly influenced players' immersive experiences. Variety, ease of play, and scalability significantly influenced the aesthetic experience, while expandability and variety had the greatest impact on the interactivity experience. This study is significant in that it leads the discussion on board game balance to data-based empirical analysis and provides objective balance adjustment guidelines to game designers.

목차
ABSTRACT
1. 서론
2. 이론적 배경
    2.1 게임 밸런스의 개념 및 중요성
    2.2 밸런스 요인
    2.3 플레이 경험
3. 연구 내용 및 결과
    3.1 연구 대상 및 분석 절차
    3.2 측정 도구의 구성
    3.3 분석 결과
4. 결론
참고문헌

저자
  • Eunl-Jung Lee(Department of Game Studies, Graduate School, Kwangwoon University Seoul, Korea) | 이은정 Corresponding author