하스스톤을 통한 효율성과 재미의 관계 연구
A Study of Relation between Efficiency&Fun in HearthStone
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초록
Most games induce their players to be immersed in and to be interested in those games by presenting a specific purpose. And, developers provide and recommend the form and method of game play as a process to achieve that goal, allowing players to naturally experience the aesthetics for which the games intended. However, unlike the intentions of these developers, players who actually play games often reject or reorganize the form of game play that is recommended to achieve the games’ primary purposes faster and easier. Based on the total of twelve weeks since December 2016 when the expansion pack of Heartstone, “Mean Streets of Gadgetzan”, was added, this study analyzed the game phenomenon in which players devises a new type of game play by reconstructing a given content in addition to the game experience desired by game developers in the process of adding a new content to an existing game. Through this, this study aims to present a new perspective on game research and actual development.
Abstract
Most games induce their players to be immersed in and to be interested in those games by presenting a specific purpose. And, developers provide and recommend the form and method of game play as a process to achieve that goal, allowing players to naturally experience the aesthetics for which the games intended. However, unlike the intentions of these developers, players who actually play games often reject or reorganize the form of game play that is recommended to achieve the games’ primary purposes faster and easier. Based on the total of twelve weeks since December 2016 when the expansion pack of Heartstone, “Mean Streets of Gadgetzan”, was added, this study analyzed the game phenomenon in which players devises a new type of game play by reconstructing a given content in addition to the game experience desired by game developers in the process of adding a new content to an existing game. Through this, this study aims to present a new perspective on game research and actual development.
참고문헌 (3)
- 안진경, "플레이어 유형에 따른 MMORPG 사용자 생성 콘텐츠 연구", 한국컴퓨터게임학회논문지, (13), pp.19~25 (2008), (사)한국컴퓨터게임학회
- Ernest Adams, "Designer’s Notebook: The Bill of Players' Rights", pp.36~ (2005), GAMASUTRA
- 윤형섭, "기능성 게임 분석 및 보완점 연구: “알렙” 게임을 중심으로", 한국컴퓨터게임학회논문지, 24(2), pp.33~42 (2011), (사)한국컴퓨터게임학회
