Gameplay design based on information hierarchy
- Authors
- 김정현; 김정윤
- Issue Date
- Sep-2022
- Publisher
- (사)한국컴퓨터게임학회
- Keywords
- Flow; Information hierarchy; Gameplay; Judgment and Decision-making Psychology; Flow improvement
- Citation
- 한국컴퓨터게임학회논문지, v.35, no.3, pp.43 - 53
- Journal Title
- 한국컴퓨터게임학회논문지
- Volume
- 35
- Number
- 3
- Start Page
- 43
- End Page
- 53
- URI
- https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/85757
- ISSN
- 1976-6513
- Abstract
- Gameplay can be seen as the repetition of a series of processes of judgment and action on the game situation while the player interacts with the game. Well-designed gameplay induces players to immerse themselves in the game and keeps them immersed. One of the core processes of gameplay in RPGs is interacting with monsters. Monsters in general RPGs are composed of pattern play and act as a factor inducing boredom in a situation where the play is repeated. Due to this, it is common for high-level players to play the same monster in the same field for a long time due to the increase in the amount of experience that must be acquired to level up. There is a problem of low satisfaction. In this study, by setting a hierarchy of information provided by monsters in growth process, the player's cognitive process recognizes the variable of the pattern, therethe player's by enabling various game play. It overcomes the element of boredom and allows you to feel the continuous immersion process.
- Files in This Item
- There are no files associated with this item.
- Appears in
Collections - 게임대학원 > 게임공학과 > 1. Journal Articles
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.