검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 7

        1.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Media contents on historical sources rising in popularity make the people have an interest in the historically themed video games. Historically themed video games are studied from practical point of view, just like edutainment, but studies as an entertainment aren't enough. Historically themed video games have lots of advantage, historical fact telling, fictitious entertainment and easy accessibility. There is a need for broad vision to merit of historically themed video games. In this study, we present new analysis tool which is consisted with three axis, time, connection and reality for historical simulation video game. Example games are investigated on entertainment, development, education side with this tool.
        4,000원
        2.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        It is important matter to develop game that game designs should consider improving game development, especially work schedules. We hardly ever see the game design documents, because almost all game development is privileged information, not to be shared with the general public. So many developers put a lot of work in. If the time is saved by modularization of game design documents. This paper focuses on discussion of the game planning method through making modularization of design documents. In order to achieve this purpose, first, find out the consist of games. Second, extract common game design elements and considerations. It can help for game developers who start game planning or design for the first time, also it can be reduced time needed for design documents.
        4,000원
        3.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Game items such as character's gear, potion, armor and weapons are necessary elements in enhancing user engagement and fun without regard to game genres. Due to the importance of game items regarding game level balance, game designers carefully set the values and prices for each item. Game items are used to control the consuming speed of game contents, so they affect significantly the whole level design of online games. However, most previous research about game items has mainly focused on the way how to deal with the price of the items and how to buy them. There is little research that has paid much attention to the values of game items. In order to fill this gap, this paper investigates how game designers can effectively set the value of game items based on the real economic values perspective. Results imply some of effective methods for game item values related to game level design. The results will provide a guidelines for the development of reasonable and effective level design.
        4,000원
        4.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In On-line game,the generation and flow of game money is the most important thing that is how to take user experience, being consumed contents in game. To spend game money has a strong relationship with the game contents, systems and level design. This paper have tried to diagram between game flow and needs point of user for giving guidances developing games through a working-level analyzing. It also can allow us to see a point of game flow with business model for game developer or researcher. I hope that this study helps further studies and researches for a variety of genres and can be served as a foundation regarding the issue
        4,000원
        5.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        One of the most important elements in games is 'fun'. According to the Flow theory, when the proper ability and challenge are combined at the optimum shape, game users can reach the stage of 'fun' with being fully absorbed. MMORPG satisfy the users making them have fun, using tools such as vicarious satisfaction by various role performances of various occupational clusters, self-display and diversity of the story through many quests. This study investigates the composition and characteristics of MMORPG, provide a model which calculates game balance according to the occupations and roles of the game characters and verify the validity by applying this model into the actual game. MMORPG is basically based on human behaviors. That is to say, it is possible to make balance evaluation model because the abilities needed for battle and adventure are within our imagination. For example, in the battle, 'power' is needed basically, 'speed' is also needed for quick movement and skillful technique, 'intelligence' and 'wisdom' are needed for more difficult techniques, 'strength' is needed to live on and 'charisma' is needed to make relationships. Thus, general six abilities are available, and based on these, by itemizing the contents composing the battle, the study attempted to provide the final battle balance evaluation model. Therefore, in order to make balance among these offenses and defenses and to compare the figures by unified ones, ICF (Integrated Comparative Figures) is hereby defined.
        4,300원
        6.
        2016.06 KCI 등재 서비스 종료(열람 제한)
        게임 엔진의 발달은 게임 제작을 더욱 수월하게 만들어 줬으며 1인 개발도 가능하게 만들었 다. 이는 소규모의 인원이나 개인이 게임에 대한 아이디어만 있으면 게임 제작이 가능하다는 것을 의미한다. 하지만 게임 기획은 게임 엔진과 같은 툴을 사용할 수도 없으며 그래픽 데이터 와 같이 구매할 수도 없는 분야이다. 게임 기획을 시작하는 사람이나 게임 기획을 경험하지 않 은 사람도 게임 기획에 대한 이해와 가이드를 제시하기 위해 본 연구는 실무를 토대로 게임 기 획 프로세스에 대한 방법들을 살펴보았다. 이를 통해 기획 프로세스에 대한 이해를 높여 프로 젝트의 기획 관리나 제작에 기여할 것이라 기대한다.
        7.
        2015.08 KCI 등재 서비스 종료(열람 제한)
        모바일 환경의 발달로 인하여 온라인 컴퓨터에서만 가능해 보였던 RPG 장르가 이제는 모바 일에서도 가능한 환경이 되었다. 하지만 모바일은 온라인 컴퓨터와 하드웨어 환경이 다른 만큼 RPG의 기본 요소와 틀은 유지하되 모바일 환경에 맞게 변형되거나 이식되었다. 전투밸런스에 대한 평가 모델 연구가 존재하지만 MMORPG를 중심으로 한 평가모델로 모바일 RPG에 적용 하기에는 적합하지 않다. 그 이유는 기존의 모델에서는 사용자의 컨트롤 능력이나 다른 사용자 들, 게임 오브젝트의 변수들이 많이 존재하기 때문에 가장 기본적인 요소들만을 사용할 수 밖 에 없었다. 그래서 기존 모델에서는 전투밸런스에 대한 가이드 라인만 제시하는 정도였다. 이 논문에서는 기존에 평가 모델에서 적용하기 어려웠던 보너스 효과 (버프와 너프, 그리고 패시브 능력)을 포함시켜 최근 모바일 RPG 트랜드에도 적용이 가능한 평가모델을 만들고자 하였다. 그 결과 기존의 모델에서는 측정하지 않았던 항목도 계산이 가능하였다.