Even though Mod is a cutting-edge business model that benefits a variety of multi-sided market participants, empirical research on Mod, the value co-creation activity of game users and game developers, is hard to come by. This study intends to look into how the combination of the Mod and the IP from the prior game affects user engagement. An experiment was carried out with Korean university students to examine the hypotheses. User engagement was found to increase with the use of the Mod and the IP from the previous games. On the other side, it was discovered that the impact of mod games on user engagement did not differ significantly from non-mod games when the previous game's IP was absent. The study's findings help establish the framework for afterwards empirical research by showing the effect of mod on user engagement.
Recently, as the internet usage is increasing, accordingly generated text data is also increasing. Because this text data on the internet includes users’ comments, the text data on the Internet can help you get users’ opinion more efficiently and effectively. The topic of text mining has been actively studied recently, but it primarily focuses on either the content analysis or various improving techniques mostly for the performance of target mining algorithms. The objective of this study is to propose a novel method of analyzing the user’s requirements by utilizing the text-mining technique. To complement the existing survey techniques, this study seeks to present priorities together with efficient extraction of customer requirements from the text data. This study seeks to identify users’ requirements, derive the priorities of requirements, and identify the detailed causes of high-priority requirements. The implications of this study are as follows. First, this study tried to overcome the limitations of traditional investigations such as surveys and VOCs through text mining of online text data. Second, decision makers can derive users’ requirements and prioritize without having to analyze numerous text data manually. Third, user priorities can be derived on a quantitative basis.
가상현실 콘텐츠는 ICT 기술의 발전과 5G의 고용량 전송, 빠른 속도의 네트워크 서비스가 상용화로 2019년 빠른 성장을 하고 있다. 하지만 가상현실 콘텐츠의 사용성 평가에 대한 기준과 연구는 미흡한 실정이다. 본 연구에서는 가상현실 콘텐츠를 사용하는 사용자의 반응과 상태를 측정 할 수 있는 객관성이 있는 데이터에 관한 연구를 진행한다. 연구의 방법으로는 가상현실 게임 콘텐츠 사용자의 실시간 인체정보 수집 프로세스를 설계하고의 변화를 비교·분석하였다. 이를 위해 인체정보 측정에 아이트래킹을 통한 시선 정보와 심박수 데이터를 수집하고 분석하여 시각화 솔루션을 설계하고 프로토타입을 구현하였다. 가상현실 게임 콘텐츠 사용자 인체정보 데이터를 기반으로 한 사용성 평가에 대한 가이드를 제안한다. 향후연구로는 다양한 인체정보 측정 및 프로토타입의 고도화에 있다.
몰입감은 게임을 플레이 하는데 중요한 요소이며 궁극적으로 게임 자체의 성공을 좌우하는 재미 그 자체아 결부되기도 한다. 시각적 영역과 밀접한 연관이 있는 해상도는 게임 개발에 있어서 비중있는 요소이며 게임을 개발할 때 염두에 두어야 할 요소이기도 하다. 그래픽 기술의 발전은 하드웨어 발전과 함께해 왔으며, 대부분의 게임은 현재 고해상도의 고품질 그래픽으로 개발되고 있다. 현재 다양한 사용자들의 다양한 해상도 정보 분석 및 시장 조사는 게임 개발자들에게 효과 적인 정보를 제공해 줄 것이며 연구 가치가 있다고 할 수 있다.
본 연구는 지난 4년 간 네이버 소프트웨어 문서분야에서 가장 많은 다운로드 수를 기록하고 있는 문서 뷰어인 'DAVU'의 사용자 정보를 통해 한국인 IT사용자들의 평균 해상도를 분석한다. 'DAVU'는 국내 통합 뷰어 솔루션으로 2014년 국내 문서 및 이미지 뷰어 솔루션을 통해 서비스를 시작했으며 사용자가 뷰어를 실행할 때 개인정보를 제외한 사용자 정보(해상도, 파일 포맷, OS, IE정보 등)를 서버로 전송하여 집계가 가능하다. 이 연구는게임 및 소프트웨어뿐만 아니라 모니터 하드웨어 산업에도 효율적 정보를 제공해 주는 연구가 될 것이다.
본 논문에서는 가변요소와 불변요소에 관한 사용자의 상태를 미하이 칙센트미하이의 플로우 이론을 이용하여 분석하고자 하였다. 연구를 위하여 우리는 pc플랫폼의 게임서비스 스팀의 가장 많은 유저수를 보유한 3개의 게임 “플레이어언노운즈 배틀그라운드”, “카운터 스트라크 글로벌 오펜시브”, “톰 클랜시의 레인보우 식스 시즈”을 선정하였다. 우리는 유저의 승패에 직접적으로 영향을 미치는 5가지 요소: 탄착군패턴, 반동패턴, 장비, 스폰 위치, 적 스폰 위치를 선별하였으며, 해당 요소가 가변, 불변요소를 얼마나 내포하였는지, 유저의 의 도에 따라 변화가 가능한지를 확인하고 분류하였다. 또한 우리는 미하이 칙센트미하이의 플로우 이론과 스팀 통계사이트 게임유저수 분석그래프를 통하여 유저풀의 변화를 분석하였다. 이 방법으로 우리는 각각의 게임이 가변요소와 불변요소의 비중에 따라 어떤 유저풀을 가지고 있는지 확인할 수 있었다. 이방법을 통해 우리는 유저심리와 게임개발 모델링에 관하여 공부하고 이것이 장차 앞으로의 게임 개발에 긍정적인 도움이 되기를 바란다.
미디어의 구성 요소 중 하나인 사운드는 인간의 청각은 물론 인지와 지각을 자극하여 사용자가 상황이나 공간에 대해 보다 쉽게 이해할 수 있도록 하고 미디어가 전하고자 하는 정보를 효과적으로 전달하는 역할을 한다. 그러한 측면에서, 게임에서의 효과음은 콘텐츠를 전달하는데 중요한 역할을 한다. 게임이 플레이되는 동안 연출되는 다양한 효과음은 사용자에게 밝은 분위기를 조성하고 게임 진행의 긴장감을 놓치지 않게 하며 사용자가 자연스럽게 게임에 집중하게 만든다. 특히 게임에서의 자연스러운 효과음은 게임의 배경음악과 더불어 사용자의 몰입과 사실성을 증대시킨다. 본 연구는 게임 효과음의 사실성 정도에 따른 공간적 실재감, 몰입, 정서적 자기조절, 공격적 태도 및 공격 행동을 측정하기 위해 플레이테스트 실험 방법론을 수행하였다. 실험에 사용된 FPS 게임은 'Left 4 Dead 2'이며, 무기 효과음을 다르게 처치하여 남녀 각각 40명씩 총 80명을 대상으 로 실험을 수행하였다. 연구결과, 공간적실재감, 몰입, 그리고 정서적 자기조절은 실재음을 사용한 게임에서 더 높은 수준을 보였다. 또한 공격적 태도 역시 사실적인 무기 효과음을 사용한 게임에서 더 높은 수준을 나타냈다. 본 연구는 게임 효과음의 사실성이 사용자의 게임 경험과 감정, 그리고 공격성에 영향을 미칠 수 있다는 점에서 향후 게임 효과음 디자인에 대한 이론적 함의를 제공한다.
The present study investigated the spatial scanning patterns of computer monitor across game expertise. To this goal, we compared the scanning pattern of two groups: novice gamer group who has little experience of game playing and heavy game user group who played MMORPG at least for 3 years. Participants executed an icon-like detection task consisting of 25 squares on the full screen. We measured their response times (RTs) for each cell and compared them. The scanning patterns were largely different between the two groups. The novice group scanned monitor in order of the center, left, upper, lower, and right side of monitor. Where as, the heavy game user group scanned it in order of the center, upper, left, right and lower side. The difference between two group indicates that game playing modify perceptually the scanning pattern of monitor and we need to design the graphical user interface of game more in favor of novice perceptual scanning pattern to lower entry barriers of game.
This study was conducted to analyze the effect of message frame on Exercise Interest and User Experience including Fitness App Fun, Fitness App Satisfaction, and Fitness App Use Intention in the mobile fitness app game. ‘Enjoy Your Fitness’, a fitness app game developed by Healthcare Media Research Institute, was used for this study and Repeated Measure Design and Playtest methodologies were used for the experiment. The results showed that the persuasive effect of gain messages were higher than loss messages in all factors. This results implies that exercise, as a preventive health behavior, can be promoted more effectively when messages are presented in the frame of gain message rather than loss message. Therefore, messages in the fitness app game need to be presented by emphasizing the positive outcome and benefit of exercise.
In this paper, we analyze user's manipulation and reaction in an accelerometer-based game interface, as compared with a touch joystick-based game interface. To roll the ball, the user carefully grabs and adjusts the smartphone with both hands in the accelerometer-based game interface; while the user very quickly clicks the up, down, left, right, buttons in the touch joystick-based game interface, because it is already familiar to the user. The accelerometer-based game interface is relatively more immersive and interesting than the touch joystick-based game interface; because the user gets more desired results by elaborately operating the game with both hands rather than by clicking the buttons with the thumb.
The purpose of the study is to explore the relationship between user satisfaction of mobile social network game and user preference of co-marketing brand with the game. We propose revised UTAUT model(i.e., mobile game effect model) and explore the influence of user habit with game in the model. Total 129 Korean mobile game users were surveyed. The data were analyzed using structural equation model(SEM). The result show that perceived usefulness and hedonic value influence user satisfaction for mobile social network game. Next, user satisfaction has a positive influence on users' brand preference placed on the game. We also identified the moderating effect of the habit on the relationship between user satisfaction and brand preference. This study provide a deeper understanding of Korean consumers' mobile game behavior and trend.
This study aimed to analyze how game interaction affects user experience and smoking attitudes of smoking simulation game. To verify differences in smoking attitudes and user experience such as arousal, flow, spatial presence, social presence, and empathy in game interaction and simple watching, a playtest experiment was performed among 100 male smokers. The smoking simulation used for the experiment was the ‘Smoking Sims’ developed by the group of researchers from ‘Hallym University Health Communication Center’. As a result, in eliciting negative attitude toward smoking, which is a functional effect of the smoking game along with the flow, spatial presence, and social presence, active gaming behavior appeared to be more effective than the passive watching behavior. Such result has shown that game media has better communication effect than usual visual media as a tool for anti-smoking campaign.
The aim of this study is to verify the effects of user experiences such as present, flow and arousal between game play under 3D virtual environment(VE) and general video game play. For this purpose, Oculus Rift play test experimental treatment methodology was adapted for analysis. As a result, for the present hypothesis between the VE game and general video game, cognitive and present hypotheses were all adopted except for emotional presence, and there was no difference in arousal effect. And, VE game had significant differences in emotional presence, flow concentration effect, flow merging action & awareness and arousal effect compared with general video game. As the study verified that VE game had higher effect in presence effect, sense of realism and user experience of players than general video games through experimental studies, it contributes to elaborate 3D virtual environment game interface design and user experience study.
As the users continuously play the mobile game, the mobile game service requires a method to manage their information such as their game play score and their own game items. For the purpose of responding to the user requests in real time, the proposed method reduces the size of the database by separating the information of inactive users from the main database. Considering the construction cost, the proposed method moves the information of the inactive users to the file instead of another secondary database system. In order to minimize the effect of the system environment such as CPU or memory, the proposed method depends on the response time to the user request rather than the last login time or the number of the user accounts. For the safety and consistency of the database, the proposed method utilizes a traditional RDBMS rather than NoSQL.
The purpose of this study is to conduct basic research on development of game interface for the elderly by verifying the difference in user experience based on the type of interface. The methodology of playtest combining experimental research and survey was applied with subjects of elderly users consisting of 47 men and 48 women being ages 60 and up. The effects of user experience between natural user interface and the pad-type interface were compared and analyzed through repeated measure MANOVA in terms of emotional response, ease of use and flow. The NUI game showed higher emotional responses such as pleasure and dominance. On the other hand, there was no difference in arousal. The NUI game also presented higher ease of use in the process of game play and it also had higher autotelic experience, action-awareness merging, sense of control and ambiguous feedback experience. These results may contribute to the development of serious game and natural user interface for the elderly by empirically identifying the effects of user experience on NUI.
On July 30, 2012, Kakao Talk of Kakao Co., Ltd has pioneered a mobile platform SNG market for the first time in the country along with the launch of ‘Kakao Game Center’. While Kakao Talk has released a puzzle game called ‘Anipang’ at the time of launching the Kakao Game Center, it has recorded a DAU value exceeding 8 million at the most by dominating the domestic mobile game market for smart phones right after being released. However, a sudden decrease of DAU was shown starting September 4th which is not even two month after being released and the defection of DAU continues to occur. This is a condition which is different from the Facebook SNG which is a computer platform based SNG where the DAU is steadily maintained until now. This study attempts to analyze the cause of such conditions through the comparison between Facebook SNG and Kakao Talk SNG representing each of computer platform based SNG and mobile platform based SNG to present an important reference point for the game creators who are preparing for the participation of mobile platform based SNG industry in the future through this analysis.
This study investigates if the user's motivation for different game platform affects their tendency for game addiction. Game platforms profoundly relate to characteristics of game contents and the way games are played. While much game market expansion is driven by technological advancement of game platforms such as video and audio, the effect game platforms have on the way game is played is largely overlooked. A survey was conducted to compare PCs, consols, smart phones and smart pads as major game platforms and how users have different motivations for playing those platforms which is expected to associate with the degree of their game addiction. Six motivations were extracted - mobility, contents characteristics, media characteristics, sociality, game interface, and economic profitability. Across the four game platforms, all motivations except for economic profitability were proven to be meaningful predictors of game addiction.
Today, social game is being one of the biggest growths on mobile and PC platform. This paper propose systematic user play scenarios for social games by characterizing 「FarmVille2」and 「AniPang」which are the most popular social games on PC and mobile, these days. We present the whole user scenarios with flowcharts showing the characteristics of all possible users’ actions in social game. When a game developer makes the game logic for a new social game, our results will provide with a design guideline for the game.
The purpose of this study is to derive factors affecting online game developers’ knowledge adoption in third-party online game user communities(OGUCs) and suggest a research model for the future empirical study. To accomplish this goal, we conduct an exploratory case study grounded on one of famous OGUCs operated by the third party company. Based on the heuristic systematic model(HSM) and interviews with three experienced online game developers, we identified three poster-related heuristic factors(reputation, experience, and participation level), three posting-related heuristic factors(the number of views, the number of comments, and the number of recommendations), and three posting-related systematic factors(knowledge quality, degree of disconfirmation, and degree of referencing) that influence developers’ knowledge adoption. We further developed measures for these influencing factors and suggested a research model with five propositions for the future empirical study. We conclude with discussing theoretical and practical implications, along with future research of the study.
타일드 디스플레이는 여러 대의 모니터와 컴퓨터를 활용하여 저렴한 가격으로 다수의 사용자들이 함께 사용가능한 고해상도 대형 디스플레이를 구축할 수 있어서 과학적 가시화나 협력적 작업 공간 등 다양한 분야에서 활용되고 있다. 그러나 기존의 타일드 디스플레이는 사용자 인터랙션 방식이 불편하여 단순히 일방적인 정보전달을 위주로 사용되어 왔다. 본 연구에서는 여러 사용자들에게 공용으로 쓰이는 타일드 디스플레이에 모션센서와 터치 인터랙션을 제공하는 스마트폰을 개인별 인터페이스 장치로 제공하여 기기 간의 자연스러운 서비스 연동이 가능한 플랫폼을 보여주는 Insect Safari 게임을 개발하였다. 이 논문에서는 먼저 Insect Safari 게임의 기획의도와 게임 방법을 설명하고, 구체적인 게임 설계 및 구현과 모바일 장치에서의 인터랙션 방법에 대해 상세히 기술한다. 그리고 이 게임을 공공장소에 설치하여 여러 사용자들이 게임플레이를 하면서의 반응을 분석하고 추후 연구방향에 대해 논한다.
온라인게임의 서비스 경쟁은 점점 치열해지고 있다. 경쟁사의 새로운 게임이 기존의 온라인게임 서비스를 위협한다. 따라서 기존 게임 회사는 고객의 이탈을 막기 위한 효율적인 패치 전략이 필요하며, 이것은 같은 자원을 투자했을 때 보다 효과적인 패치 서비스가 필요하다는 것을 의미한다. 본 논문은 패치유형 및 이용자 특성에 따른 온라인 게임의 서비스 전략을 실증 분석하고자 하였다. 도출된 결과를 보다 발전시킨다면 향후 온라인 게임 기업의 서비스 운영 정책에 도움을 줄 수 있을 것이다.