사용자 행동패턴에 근거한 모바일 게임 콘텐츠 디자인 방법론 분석 -어포던스 이론을 중심으로
Analysis of a Methodology of Design of Mobile Game Contents Based on Users’ Behavioral Patterns -Based on the Affordance Theory
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
In recent years, smart phones including iphone have been released and hence various app(lication)s have been also poured out fit to them. The continuing performance enhancement of smart mobile devices and the development of communication environments have accelerated the development of wireless networks, and spurs have been put on the construction and distribution of communication networks progressing from the 3G communication to high transfer rates and broadband with Wibro and the 4G communication. Consequently, demands on the existing feature phones have reduced, and increase in the number of users of smart mobile devices has resulted. In addition, users` demands on contents have also increased naturally, and encouraged various forms of mobile contents to be developed in accordance with their needs. Also, genres of mobile games tend to increase in their sorts and forms. Such development of mobile games have come to exhibit characteristics that only the mobile games can have different than other PC game genres or other successful PC game styles. These characteristic suggest that mobile game players have in their behavioral factors psychological closeness to the realization of environments optimized previous game styles and other game devices. Thus, human-based interfaces in accordance with game platforms are crucial, and hence this study approaches the issue on the basis of the affordance theory as a related concept. This study suggests the necessity and applicable range of affordance by understanding the theory and concept of affordance and investigating successful cases of the application of affordance to the existing design of goods and multimedia design. Under the recognition of the current conditions of mobile games at the moment of the prominence of mobile games, this study presents and proposes elements to be considered in game design by analyzing the affordance theory and its elements applied to currently successful mobile games and analogizing game users` stimulus-response forms in games and affordance-based psychological elements needed in mobile games.
Abstract
In recent years, smart phones including iphone have been released and hence various app(lication)s have been also poured out fit to them. The continuing performance enhancement of smart mobile devices and the development of communication environments have accelerated the development of wireless networks, and spurs have been put on the construction and distribution of communication networks progressing from the 3G communication to high transfer rates and broadband with Wibro and the 4G communication. Consequently, demands on the existing feature phones have reduced, and increase in the number of users of smart mobile devices has resulted. In addition, users` demands on contents have also increased naturally, and encouraged various forms of mobile contents to be developed in accordance with their needs. Also, genres of mobile games tend to increase in their sorts and forms. Such development of mobile games have come to exhibit characteristics that only the mobile games can have different than other PC game genres or other successful PC game styles. These characteristic suggest that mobile game players have in their behavioral factors psychological closeness to the realization of environments optimized previous game styles and other game devices. Thus, human-based interfaces in accordance with game platforms are crucial, and hence this study approaches the issue on the basis of the affordance theory as a related concept. This study suggests the necessity and applicable range of affordance by understanding the theory and concept of affordance and investigating successful cases of the application of affordance to the existing design of goods and multimedia design. Under the recognition of the current conditions of mobile games at the moment of the prominence of mobile games, this study presents and proposes elements to be considered in game design by analyzing the affordance theory and its elements applied to currently successful mobile games and analogizing game users` stimulus-response forms in games and affordance-based psychological elements needed in mobile games.
참고문헌 (13)
- 토마스 미첼, "혁신적 디자인 사고" (1999), 국제
- 고토 다케시, "디자인생태학", pp.88~ (2005), 세종출판사
- 2012년 2분기 및 상반기 콘텐츠산업 동향분석보고서 (게임산업편), , 한국콘텐츠진흥원, ~ (2012)
- 스마트환경에서의 모바일게임 트랜드 및 지원방향, , 한국콘텐츠진흥원, ~ (2011)
- "2012 게임산업백서 요약본" (2012), 한국콘텐츠진흥원
- 2012 게임이용자 조사보고서, , 한국콘텐츠진흥원, ~ (2012)
- 스마트환경에서의 모바일게임 트랜드 및 지원방향, , 한국콘텐츠진흥원, ~ (2011)
- 김은경, "게임 사용자 성향에 따른 향후 모바일게임 그래픽 디자인 구성 방안 연구", 석사, 미술교육, pp.2009
- 민병택, "스마트공간 환경에 있어 어포던스 디자인의 요인과 구조", 석사, 공간디자인, pp.2007
- 김효용, "행동유인력을 기반으로 하는 앱게임 UX에 관한 연구", 기초조형학연구, 12(5), pp.141~150 (2011), 한국기초조형학회
- 윤병춘, "무선 네트워크의 발전에 따른 스마트폰의 형태 및 콘텐츠 서비스시장의 동향 연구", 한국콘텐츠학회, 8(2), pp.41~ (2010)
- Joanna McGrenere, "Affordances, Clarifying and Concept" (2000)
- Borchers J.O., "A Pattern Approach to Interaction Design", AI & society, 15(4) (2001)
