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컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]

간행물 정보
  • 자료유형
    학술지
  • 발행기관
    한국컴퓨터게임학회 [Korean Society for Computer Game]
  • pISSN
    3091-7409
  • eISSN
    3092-3638
  • 간기
    월간
  • 수록기간
    2002 ~ 2026
  • 등재여부
    KCI 등재
  • 주제분류
    공학 > 컴퓨터학
  • 십진분류
    KDC 691 DDC 793
제33권 제2호 (6건)
No
1

4,000원

In this study, we indicate the importance of learning platforms in software education and the resulting changes in learners' perception of programming, game play and production through learning to produce real games using game editors (Game Editor, MarkersLab). After conducting programming education and game production-related classes using game editor as a learning platform, interviews and surveys were conducted for learners. Learners gave the opinion that "satisfied" was dominant in most items, and that it was interesting to experience the process of the game being produced. This study confirmed that the process of planning and producing games and discussing each other's games with other learners can be used as a good learning material for motivating software education and inducing interest. However, research on the revision of learning platforms that are not suitable for learners and the curriculum where continuing interest and learning can be maintained in future programming and game production is essential.

2

4,300원

This paper is a study on development direction of game exhibition focusing on international game show through exhibition venue decision theory and gamification strategy. The gamification is the idea of using game related elements & thoughts, aka gamethinking, to solve problem and engage players. A well-gamified things(exhibition) can give players the supreme user experience, aka Player Experience(PX) causing playful behavior and a positive mindset. This proposal treats the gamified exhibition as the most effective way for meaningful facility and environment. This paper analyzes the theories and the previous researches about the venue decision of the exhibition, and compared the features and infrastructure of the major game exhibitions around the world and searched for the development direction. In order to overcome the limitation of the existing game exhibition, this paper suggested a method of gamification as a way to provide more exhibition experience and to improve the re-visit rate. From the gamification point of view, specialization strategies for each local government, exhibition operation strategy, exhibition space directing strategy, and surrounding infrastructure strategy were presented. The main goal of a gamified exhibition is to encourage greater engagement in exhibitor (player) and to make more interested experiences through gamification(gamethinking) strategy.

3

4,000원

미로는 컴퓨터 비디오 게임에 매우 자주 사용되는 형태 중의 하나다. 2차원 격자 형태로 표현되는 미로가 가장 대표적이지만 매우 다양한 형태로 사용된다. 많은 게임 애셋들이 그래픽 디자이너에 의해 만들어지지만 알고리즘에 의해 자동화되는 경우도 매우 많다. 특히 최근에는 프로시저럴 게임 애셋 생성 방법이 각광을 받으며 게임 애셋의 제작에 있어 생산성이 높아질 수 있게 되었다. 제안된 연구에서는 그동안 2차원 미로 생성에 제한되어 있어서 자동화 방법을 3차원 그래픽으로 확장하고자 한다. 2차원 미로 생성 방법은 컴퓨터 사이언스에서 오래된 주제인다. 게임에서는 주로 던전이나 레벨 생성에 주로 사용되고 있다. 최근의 미로에 관련된 연구는 이미지나 사진을 기반으로 이와 닮은 형태의 미로를 생성하는 방법과 이에 대한 사용자 컨트롤, 스타일 생성 등에 대해 이루어지고 있다. 본 연구에서는 이에 대한 3차원 확장으로써 미로 자동 생성 시스템을 제안한다. 경로 생성과 3차원 벽 모델의 생성은 PCG(Procedural Contents Generation)로 이루어지며 미로의 생성 밀도나 형태 제어, 불연속성 제어 등은 사용자가 개입할 수 있는 형태로 구현되었다. 또한 사용자가 지정한 출발, 도착 지점 셀간의 해답 경로를 자동으로 생성하여 준다. 제안된 시스템은 이러한 기능들을 대화형 작업 속도로 지원한다.

Mazes are one of the most commonly used forms for computer video games. The maze expressed in the form of a two-dimensional grid is the most representative, but it is used in a wide variety of forms. Many game assets are created by graphic designers, but are often automated by algorithms. In particular, recently, the method of creating procedural game assets has been in the spotlight, and the productivity of game assets can be increased. The proposed study has been limited to the creation of a 2D maze, so we intend to extend the automation method to 3D graphics. How to create a 2D maze is an old subject in computer science. In games, it is mainly used for dungeons and level creation. A recent maze-related study has been conducted on a method of generating a maze similar to this based on an image or a photograph, user control, style creation, and the like. This study proposes an automatic maze generation system as a three-dimensional extension. Path generation and creation of a 3D wall model consist of PCG (Procedural Contents Generation), and the maze generation density, shape control, and discontinuity control are implemented in a form that can be intervened by the user. In addition, the answer route between the user-specified departure and arrival point cells is automatically generated. The proposed system supports these functions at an interactive working speed.

4

4,000원

In recent years, the number of users and market size of Chinese mobile games has continued to expand. In order to understand what the characteristics of successful mobile games are and which factors affect the intention of users to user games, this study analyzes the characteristics of the most popular and representative mobile games in China based upon the Technology Acceptance Model(TAM). Seven major characteristics of mobile game were identified: Convenience, Immediacy, Operability, Interactivity, Diversity, Simplicity, Low Cost. In addition, the role of game BJ as an increasingly important opinion leader in the game industry plays on the game users’ perception and attitude is explored. For this, an online survey was conducted (N=363). The results illustrate that the characteristics of mobile games have a great impact on players’ perceptions. In particular, interactivity followed by low cost and immediacy had the most significant effects on the game users’ perception. In addition, the user perception was affected by their perception of opinion leader. Most of all, the result suggests the user’s extent of perceived enjoyment is a key factor that determines the user’s acceptance and willingness to continue using mobile games. Taken together, the study provides meaningful insights into the complex interplay of various external and internal factors that influence the mobile game user’s perception and motivation.

5

4,200원

The main purpose of this study is to prove that art therapy games work for ADD children. We have demonstrated the effectiveness of the Mandala art therapy game for attention-deficient children through experiments. This study conducted art therapy programs and art therapy games on children aged 7 years old to verify the effectiveness of ADD children's attention focus and verified their effect on children’s attention and concentration. Through this experiment, the art therapy game proved that the program has the effect of improving the emotional stability and attention of ADD children and that art therapy games are beneficial programs for children's psychological treatment.

6

4,000원

In the face of a lack of research on the game addiction process, this study sought to understand the process more deeply through the verification of the mediated effects of related variables, and it is meaningful to note the user's internal factors, unlike prior studies that focused on the game itself. In this study, we examined the mediated effects of withdrawal symptoms and loss of control in the impact of game use on game addiction among teenagers. Studies have shown that average game time per day, average game time on holidays and game duration time of teenagers causes withdrawal symptoms and loss of control, which increases the possibility of game addiction.

 
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