게임은 다른 미디어에 비해 수많은 장르로 나뉘며 빠르게 새로운 장르들이 탄생하고 있다. 장르별로 플레이 어의 경험에 큰 차이가 존재하므로 장르별로 핵심적으로 요구되는 다른 재미를 제공할 수 있는 것이 게임 개발에 있어 성공의 열쇠가 된다. 따라서 효율적인 게임 개발을 위해 선행적으로 장르별 게임 재미요소에 대한 정량적인 연구가 이뤄질 필요가 있다. 본 연구는 게임 개발 실무에서 활용할 수 있는 구체적인 장르별 게임 재미요소의 우선순위를 계층화 분석법을 통해 정량적으로 도출하여 장르별 효율적인 개발이 이뤄지는 데 기여하는데 목적이 있다. 본 연구는 6가지 대분류 게임 장르를 기준으로 상호 복합장르로 자주 융합됨에 도 불구하고, 실무 경험이 풍부한 게임 개발자들도 명확한 재미요소의 차이점을 파악하기 어려운 액션, 어 드벤처, 롤플레잉 게임을 선정하여, 게임의 재미요소 모형에 대입하여 AHP 연구방법론을 통해 액션, 어드벤 처, 롤플레잉 장르별 중요도를 도출하고 중요도에 따른 우선순위를 비교분석했다. 상위계층에서 액션 게임 은 피드백 시스템, 다이내믹스, 메커닉스가, 어드벤처 게임은 스토리가, 롤플레잉 게임은 목표와 스토리가 중요한 것으로 평가됐다. 하위계층에서 액션 게임은 조작통제감, 타격감, 탐험이, 어드벤처 게임은 스토리텔 링, 긴장감(스토리 전개), 탐험이, 롤플레잉 게임은 성장, 캐릭터, 스토리텔링이 중요한 것으로 평가됐다.
Over the last few decades, the atmospheric carbon dioxide emission has been amplified to a great extent in Turkey. This amplification may cause global warming, climate change and environmental degradation in Turkey. Consequently, ecological condition and human life may suffer in the near future from these indicated threats. Therefore, an attempt was made to test the relationship among a number of expected factors and carbon dioxide emissions in the case of Turkey. The study covers the time series data over the period of 1970–2017. We employed the modern econometric techniques such as Johansen co-integration, ARDL bound testing approach and the block exogeneity. The results of the Johansen co-integration test show that there is a significant long-run relationship between carbon dioxide emissions and expected factors. The long-run elasticities of the ARDL model show that a 1% increase in the GDP per capita, electric consumption, fiscal development and trade openness will increase carbon dioxide emissions by 0.14, 0.52, 0.09 and 0.20% respectively. Further, our findings reveal that the environmental Kuznets curve (EKC) hypothesis and inverted U-shaped relationship between carbon dioxide emission and economic growth prevails. Therefore, the EKC hypothesis is valid and prevailing in the Turkish economy. The diagnostic test results show that the parameters of the ARDL model are credible, sTable and reliable in the current form. Finally, Block exogeneity analysis displays that all the expected factors are contributing significantly to carbon dioxide emissions in the Turkish economy.
In most RPG games, gameplay tends to be monotonous due to fixed character skills. This paper proposes a RPG game implementation technique which allows players' skill customization for their own gameplay. Players are allowed to customize their preferred game skills at the beginning of gameplay. We also propose a technique to guarantee game balancing by prohibiting certain skills from dominating gameplay. We implemented the proposed skill customization method together with a simple RPG game testbed. We tested a variety of player-defined skills and confirmed the method provides good game balancing during gameplay. Due to the voluntary and impromptu skill customization, a wide variety of strategy is possible even at the single game stage, which reduces boredom at the repetitive gameplay.
All games support the meaningful play, and each mechanism producing meaning is various. In mobile role-playing game, automation of in-game action standardizes movements of avatars and diversify combat challenges. Thereby players reinforce their avatars and make various repertoires so as to cope with different contents. Players predict the result of their own actions based on short-term, juicy feedbacks. In conclusion, mobile role-playing game has 'strategy' as its action mode while the unit time required for meaningful play is highly reduced. This analysis is significant in the sense that it was the first step toward integrated change of game play experiences.
Customer experience has become an important concept in explaining consumer behaviour with hedonic products in the online game industry. However, few studies have examined the differences in game experience internationally between players from different nationalities. Game producers who market their wares to a global audience need to take into account that individuals from different national backgrounds have different experiences according to nationally specific cultural and societal norms and restrictions. These experiences determine how players perceive, interact and enjoy products. The current study attempts to examine differences in game experiences between India and the US. Around 600 respondents were collected from Amazon Mechanical Turk (Mturk), an online data panel. Analysis of results using a series of multivariate analysis of covariate, showed that players from India and the US are different in most aspects of game experience except for their analytical experience. Theoretical and practical implications of the study are discussed and recommendations are made with consideration to the ramifications of the investigation.
Massively multiplayer online role-playing game (MMORPG; Massive Multiplayer Online Role Playing Game) game or a multiplayer role player than a dozen people all over the Internet, you can enjoy the same virtual space is a kind of role-playing game. Enjoyed alone, or two or three people, unlike the classic role-playing game, RPG, along with development of the Internet by combining the characteristics of the game in the mud was born. Characteristics of the genre, the RPG is basically retained the character of the story in the game that all players can enjoy the story is. Yet even trade items with each other to share conversation can not simply use scenarios with a variety of events with several people can enjoy the fun. Examples of MMORPG Lineage, Mu, Colossus, the wind country, World Warcraft, Mabinogi, Maple Story, Ragnarok Online, EverQuest and dark Age of Camelot ION and is also a growing number of MMORPG. In this paper, the analysis is mmorpg.
아이폰으로 대표되는 각종 스마트폰의 출시로 게임 시장은 신규 플랫폼을 위한 새로운 게임 제어 방식을 원하고 있다. 본 논문에서는 카메라에 근접한 얼굴 및 손의 회전 각도를 인식하는 기술을 이용하여 게임 컨트롤의 새로운 입 력 방식으로 사용 하는 방법을 제안한다. 일반 카메라로부터 입력 받은 영상에서 피부 색상으로 얼굴 영역을 추출하 고 타원정합(ellipse fitting)을 사용하여 얼굴과 손 영역의 회전각을 추정한다. 제안된 기술은 얼굴이나 손의 일부가 화 면 밖으로 나가더라도 추적이 지속되고, 사용자의 작은 움직임으로도 게임 플레이가 가능하기 때문에 카메라가 장착 된 스마트폰과 PC 등에 적용이 가능하다.
비디오 게임을 즐기는 인구가 급속히 증가하고 있으며, 이에 따라 비디오 게임 사용자들의 즐거움과 재이용의도에 영향을 미치는 요인들에 대한 관심이 집중되고 있다. 본 연구에서는 게임의 재이용의도에 영향을 미치는 창의성과 지각된 즐거움이라는 요소에 초점을 맞추어 진행되었다. 연구결과는 실증분석을 통해 수행되어 변수들간의 인과관계를 규명하도록 하였다. 연구결과 예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움에 긍정적인 영향을 미치는 것을 확인하였다. 또한 지각된 즐거움은 게임의 재이용의도에 유의한 영향을 미치는 역할을 하였다. 특별히 창의성의 종류 중에서 예술적 창의성이 지각된 즐거움에 가장 많은 영향을 미치는 점을 발견하였다.