DC Field | Value | Language |
---|---|---|
dc.contributor.advisor | Doh, Young Yim | - |
dc.contributor.advisor | 도영임 | - |
dc.contributor.author | Wongchurairat, Napat | - |
dc.date.accessioned | 2021-05-11T19:31:34Z | - |
dc.date.available | 2021-05-11T19:31:34Z | - |
dc.date.issued | 2019 | - |
dc.identifier.uri | http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=875215&flag=dissertation | en_US |
dc.identifier.uri | http://hdl.handle.net/10203/282942 | - |
dc.description | 학위논문(석사) - 한국과학기술원 : 문화기술대학원, 2019.8,[iii, 28 p. :] | - |
dc.description.abstract | Rhythm games have unique mechanics of its own. Some novice players may feel uncomfortable to play this kind of game for a long time. In order to encourage the novice players to play rhythm games, this study suggests introducing the players with a short story inside the game. The aim of this study is to compare enjoyment and intention to play in rhythm game of novice players when they play the rhythm game with the story and without the story. A simple rhythm game prototype was created to use in the experiment. 56 participants (26 female, 29 male, age M = 22.93, SD = 2.867, rhythm game familiar M = 3.18/5, SD = 1.377) were divided equally into 2 groups, story group (14 female, 14 male, age M = 24.93, SD = 4.118, rhythm game familiar M = 3.21/5, SD = 1.475) and non-story group (12 female, 15 male, 1 prefer not to say, age M = 22.93, SD = 2.867, rhythm game familiar M = 3.14/5, SD = 1.297). The results have shown that there was not a significant difference in the intention to play for players between both groups. The researchers suggest that this part of experiment need more complex experiment design. Another objective in this study is, within the story group, what is that important factor that leads to increasing the intention to play of the players. The results have shown that there was a correlation between the challenge-skill balance, concentration on task at hand, autotelic experience, which are flow subfactors, with the intention to play. There was also a correlation between challenge, empathy, which are story subfactors, with the intention to play. | - |
dc.language | eng | - |
dc.publisher | 한국과학기술원 | - |
dc.subject | rhythm game▼amusic game▼astory plot▼anarrative▼aflow▼aenjoyment▼aintention to play | - |
dc.subject | 리듬 게임▼a음악 게임▼a스토리 플롯▼a내러티브▼a흐름▼a즐거움▼a플레이 의도 | - |
dc.title | Increasing the intention to play rhythm games in novice players by using story plot | - |
dc.title.alternative | 초보자의 플레이 의도 향상을 위한 스토리 플롯 활용 리듬게임 디자인 연구 | - |
dc.type | Thesis(Master) | - |
dc.identifier.CNRN | 325007 | - |
dc.description.department | 한국과학기술원 :문화기술대학원, | - |
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