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.
There are general surveys on factors related to Leadership. However, less is known about the relationships between Leadership, game using pattern, psychology factor. This study sought to clarify several of these relationships. Using data from a survey of 1800 adolescent game users in South Korea, we conducted a structure equation modeling to explore the association between psychological factor(Extraversion, Social Intelligence, Self Esteem, Self Control), game using pattern(Game Time, Online Community, Game Norm, Game Efficacy, Game Leadership) and demographic variables(Age and Gender). Results showed that Extraversion, Social Intelligence, Self Esteem, Self Control(psychological factor), Game Leadership(game using pattern) Use increase Leadership. while Game Time(psychological factor) decrease Leadership. And Game Time, Online Community, Game Norm, Game Efficacy(game using pattern), Social Intelligence(psychological factor) Use increase Game Leadership. The implications of these results are discussed.
Recent studies have shown that during the playing of violent online games, it is not increased aggression but rather alleviation in aggression that is critical in determining whether playing gaming has positive outcomes on the venting of aggression. Drawing from the aggression catharsis perspective and gaming research, we extend this line of investigation by exploring whether gaming results in a decrease in aggression, across a wide variety of games. Using data from a survey of 771 online game users in Korea, we examined the associations among Therapeutic Catharsis Seeking, Game Self-Efficacy, Big Five Personality Traits, Game genre (violent or nonviolent), Daily online gaming time, and Demographic variables. Results showed that therapeutic catharsis seeking and game self-efficacy decreased user aggression. Neuroticism negatively affected aggression while agreeableness enhanced the degree of aggression regardless of game genre. These findings have important implications for the use of gaming as a mood management tool.
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.
This study conducted to solve misunderstanding in adolescent’ morality growth through finding relations between morality, psychological factors and game using time. Loneliness, Self-esteem, Self-control and Leadership were chosen for effective psychological factors on morality and game using time was chosen an independent variable, too. As a result of the first study, four psychological factors show obvious effect on morality, but game using time doesn’t show any effect. As a result of the second study, game using time shows regulation effect on the relation between loneliness and morality. This means game using is a positive way to supplement the lack of morality by relationship problems.
There are general surveys on factors related to Life Satisfaction. However, less is known about the relationships between Life Satisfaction, personality, Social Capital, and Adaptive Game Use. This study sought to clarify several of these relationships. Using data from a survey of 981 game users in South Korea, we conducted a regression analysis to explore the association between psychological variables(Personality), social variables(Bonding Social Capital and Bridge Social Capital), Media Using Pattern(Adaptive Game Use) and demographic variables(Age and Gender). Results showed that Openness·Conscientiousness(Personality), Bonding(Social Capital), and Adaptive Game Use increase Life Satisfaction while Neuroticism·Agreeable(Personality) decrease Life Satisfaction. The implications of these results are discussed.
In this study, Analyzed the Battlefield4(FPS Game) through the 12 phases of Hero’s Journey, which was suggested by Christopher Vogler. Through this, we confirmed the potential of narrative in FPS game. Based on the results, This study analyzed how utilizes the narrative in Battlefield4 game. First, the narrative has been extend through trans-media storytelling. Second, campaign experience and multi-play experience play are overlapped. Third, the profit(Dogtag, Badge, Equipment etc.) obtained in the course of an narrative game experience(Campaign) can be used in the multi-play environment. As a result, we confirmed the narrative possibilities of the FPS game genre. And the game narrative of campaign is extended as to multi-play experience. It would be able to suggest a new development direction in the Korea online FPS games of the multi-play environment.
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.
In this study, among the domestic MMORPG narrative research is scarce, it began to study to determine the trend. In order to identify trends, selected for study, Big company ‘NCsoft’ has made 「Lineage」, 「Aion」, and「Blade & Soul」. Glassner the selection of works based on the Branching Narrative structure is proposed and analyzed the structure of the narrative of the three games. Analysis of each game is found to be fused in the form of branch narrative structure. And fusion forms from the past to the present was to get the results came increasingly been reduced. If the results of this study will be a springboard to the MMORPG narrative analysis and impact studies conducted in the future.
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
The current study examined whether and how players’ aggression is affected by playing games focused on Intrapersonal level of player. In contrast to most existing studies, our study asks about crucial underlying factors among the general game population and thereby investigates mental health belief, interdependent and independent self-construal, game-efficacy, loneliness, depression, gender and age. Results show that mental health belief is particularly important to the players because their aggressive tendencies are greatly diminished. Independent self-construal and game efficacy reduced the levels of players’ aggression. Interestingly, both depression and loneliness decreased the levels of players’ aggression. Results and implications are discussed.
Although many theoretical and empirical studies consider violent games, general causality between violent games and aggression or violence is ambiguity. To overcome such limitations, we try to identify the focal points of violent games. This study aims to explore the critical debate about violent games from research result in terms of heading in opposite directions. Furthermore, we analyzed the discourse of the violent game based on catharsis theory and cognitive neoassociation theory. Catharsis theory predicts that 'venting' aggression through exposure to violence will reduce the risk of later aggressive behavior. On the contrary, cognitive neoassociation theory posits that aversive events produce negative affect such as aggression. Several recent studies found little evidence for a relationship between violent games and aggression or violence. Given that aggression is not negative, it is reasonable to study the potential benefits of violent games. Therefore, we suggested several ways to application the violent games based on prior literature.
This paper aims to introduce an overall game application as an effective tool for various corporation-related purposes. This work lies in the communication and sharing frameworks: Serious games, Advergames, Gamifications. We first discussed on the serious games, advergames, and gamification for both employee and customer based on previous literature review. Second, we synthesized the key features of game applications benefits that make them promising to be used for corporation purposes. All three of them, it will be efficient not only corporation (employee training & education, advertising & marketing) but also customer (information delivery capability, communication & feedback control etc). Moreover, various game-related factors are more effective means rather than antecedents of other media such as Internet and TV. Overall, game applications play a significant role in influencing the intention to corporation’s goals. Finally, implications of applications benefits for corporation purposes and future direction for research in this area are discussed.
The study about relationship with game use and mental health is being watched with keen interest. However, these isn't enough study on comparison within mass media just like television or SNS. In this study, we compared each media usage time and mental health factor on public. We selected game, television, radio, newspaper, book as mass media and depression, aggression, loneliness, self control, happiness, self efficacy, self esteem as mental health factor. As a result of the study, high game usage time group shows low self control, high aggression and little low self efficacy as compared with other media. And game, SNS and book show the relationship with depression, so there needs joint researches about that. We clear up the character and relationships with the game propensity analysis for the game development and studies of mental health.
In this paper, we proposed some direction to effective development of gamification. To achieve this purpose, we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145 cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Results showed that the successful cases(n=32) applied more features of game mechanics and game dynamics in various ways. Through this, we tried to build up categorization of gamification, the major applications of gamification can be converged into five primary areas: public policy, medical welfare, education, environmental protection and corporation. Finally, we discussed about implications of using gamification for future direction.
Gamification is a new concept using elements of game mechanism with clear goals in non-game contexts. This idea has been used successfully in a variety of domains with positive effects of games and game culture. As games have been a powerful tool in persuasion and behavior changes with purposive desings, such gaming effects have brought about a new era, called “Game 3.0”. This paper proposes transitional aspects of Game 3.0 Era, by focusing on gamification concepts and applied game machanism. From previous literature, the structural elements of gamification can be derived from the concepts of play, entertainment game, edutainment, funware, and serious games. Likewise, core elements of gamification comprise participation & engagement (as motivational factors associated with digital games, GameFlow, E-GameFlow), game mechanics, and game dynamics. The various aspects of game eras from Game 1.0 to Game 3.0 are summarized and discussed.
Serious games have drawn attention with positive effects on users in various areas. While many categorizations and definitions of serious games have attempted to elucidate the elusive term, we are still some way off in formulating an agreed understanding of what serious games are and how they can be classified. This paper aims to provide an overall picture of the concepts and categorizations of serious games. From the results of previous literature, the major applications of serious games can be converged into five primary areas: public policy, military, education, corporate and healthcare. Likewise, theories applied to serious games comprise three main strategic purposes: information notification/PR, change of user attitude/behavior, and purposive training. Based on the strategic purposes and applied areas, this study categorizes serious games into 15 sectors. In addition, founded on the motivation factors and the characteristics of digital games, the current study suggests a new definition of serious games.
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.
HMD의 대중적 도입으로 인해 가상현실에 대한 관심이 커지고 있다. 이런 가상현실에서의 활동 은 현실과는 다른 효과들 가져올 것으로 예상되어 가상현실과 현실 간 비교 효과연구가 필요하다. 특히 가상현실에서의 교육적 효용성은 여러 연구에서 입증하고 있으나, 아직 특수교육의 경험적 맥락에 그치고 있다. 이 연구는 가상현실의 환경 안에서 교육게임콘텐츠의 기억 습득이 이루어 질 때 나타나는 장기기억효과에 대한 실증적 연구를 실시하였다. 가상현실이 아닌 e-러닝 조건과 가상현실조건 e-러닝 두 조건 내에서 학습기억실험을 실시하여 장기기억 감소율의 차이에 대한 평균차이를 검증한 결과 가상현실그룹에서 보다 낮은 기억감소율이 나타났다. 또한 배경의 유무에 따라 차이를 확인한 결과 가상환경배경이 제시된 경우에만 유의미한 차이가 나타나 가상현실의 가상환경이 장기기억의 중요한 요인임을 확인하였다.
최근 청소년의 확률형 아이템 게임 이용이 게임 과몰입을 심화하거나 심리사회적 문제를 야기할 수 있다는 사회적 우려가 증가하고 있다. 이에 본고는 1년에 걸친 설문조사 데이터를 바탕으로 두 가지 연구 문제를 제시했다. 첫 번째, 확률형 아이템 게임 이용이 1년 후 청소년의심리사회적 변인(자존감, 우울감, 자기통제력, 물질가치 등)과 게임 과몰입에 미치는 효과를 검증하고자 하였다. 두 번째, 확률형 아이템 게임 이용 유무에 따라 청소년의 게임 과몰입에 미치는 심리사회적 변인의 영향력이 차이를 보이는지 확인해보았다. 분석 결과, 확률형 아이템 게임이용 집단은 비이용 집단보다 자존감이 낮았으나 게임 과몰입과 물질가치는 더 높은 것으로 확인되었다. 또한 확룰형 아이템 이용 집단은 비이용 집단과 달리 자존감과 물질가치가 게임 과몰입에 유효한 영향을 미치는 것으로 나타났다. 이후 그 결과를 분석하였다.