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리듬 게임에서 곡의 BPM과 곡 선호도의 상관 관계에 관한 연구 -KONAMI 의 아케이드 리듬 게임을 중심으로-

A Study on the Correlation between BPM and Preferences of Songs in Rhythm Games -Focusing on the KONAMI Arcade Rhythm Games-

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참고문헌

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초록

The purpose of this study is to investigate the Correlation between BPM(Beat Per Minute) and song preferences of the rhythm game. This study was investigating the "hit chart" of the two rhythm game from KONAMI and analyzed by BPM section. In addition ran a survey about whether BPM effects the selection of the song and game play. The results of aforementioned researches showed that user's preferred songs in two KONAMI games were mostly over 160 BPM which is fast, and considerable number of songs in those games were faster than the songs in general popular culture. Also, 55% of survey participants said they take BPM into account when deciding the song they want to play and 80% said there is strong correlation between gameplay and BPM. To sum up, BPM effects the gameplay and song selection. Also, popular rhythm game songs have higher BPM than songs in general culture. In conclusion, BPM is something that must be considered when designing a rhythm game.

Abstract

The purpose of this study is to investigate the Correlation between BPM(Beat Per Minute) and song preferences of the rhythm game. This study was investigating the "hit chart" of the two rhythm game from KONAMI and analyzed by BPM section. In addition ran a survey about whether BPM effects the selection of the song and game play. The results of aforementioned researches showed that user's preferred songs in two KONAMI games were mostly over 160 BPM which is fast, and considerable number of songs in those games were faster than the songs in general popular culture. Also, 55% of survey participants said they take BPM into account when deciding the song they want to play and 80% said there is strong correlation between gameplay and BPM. To sum up, BPM effects the gameplay and song selection. Also, popular rhythm game songs have higher BPM than songs in general culture. In conclusion, BPM is something that must be considered when designing a rhythm game.

참고문헌 (12)

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  3. Han-Moi Sim, "A Emotion-based Music Classification and Applying to Note Generation of Rhythm-Action Game", pp.2012
  4. 박승이, "리듬게임을 활용한 효과적인 음악교육 게임 제작", 한국게임학회 논문지, 12(1), pp.33~42 (2012), 한국게임학회
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  12. Dirk Moelants, "PREFERRED TEMPO RECONSIDERED", proceedings of the 7th international conference on music perception and cognition, pp.580~583 (2002)

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