KR20160105277A - Apparatus and method of playability evaluation for game - Google Patents

Apparatus and method of playability evaluation for game Download PDF

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KR20160105277A
KR20160105277A KR1020150153065A KR20150153065A KR20160105277A KR 20160105277 A KR20160105277 A KR 20160105277A KR 1020150153065 A KR1020150153065 A KR 1020150153065A KR 20150153065 A KR20150153065 A KR 20150153065A KR 20160105277 A KR20160105277 A KR 20160105277A
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game
user
evaluation
data
processor
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KR101760406B1 (en
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남기춘
유길상
정재범
한덕현
이현우
김선미
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고려대학교 산학협력단
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Abstract

According to the present invention, an apparatus for evaluating playability for a game comprises: a memory in which a program for evaluating playability for a game is stored; and a processor to execute the program stored in the memory. The processor measures a property for the game and a property for a user who performs the game by execution of the program, classifies the game and the user who performs the game based on the measured property for the game and the measured property for the user who performs the game, and performs marketing analysis for the game. The property for the game is measured based on a design of the game and sociality of the game. The property for the user who performs the game is measured based on results for emotion evaluation corresponding to the user who performs the game, recognition evaluation, and evaluation corresponding to game use.

Description

[0001] APPARATUS AND METHOD OF PLAYABILITY EVALUATION FOR GAME [0002]

BACKGROUND OF THE INVENTION 1. Field of the Invention [0001] The present invention relates to an apparatus and method for evaluating gaming performance for a game.

The game industry is a comprehensive entertainment business characterized by entertainment and popularity. In addition, the game industry has a high correlation with the surrounding business, which makes it easy to create added value. The ultimate goal of game production in such a game industry is to enhance the competitiveness of the game industry by developing games that satisfy users. Therefore, at the time of game production, the game developer must distinguish the fun elements of the game and accurately analyze the immersion factors of the game in order to make a competitive game.

Therefore, the game developer can perform game evaluation on the game. The game evaluation can be performed in consideration of the characteristics of components of the game that the game should be equipped with. Especially, in recent years, adverse effects caused by immersion of games have emerged as a social problem, and devices and programs for preventing game and immersion have been recognized as important components as components of games. To this end, techniques for preventing adverse effects such as immersion and for diagnosing the immersion of a game are proposed at the stage of planning a game. However, few studies have attempted to proactively approach development and planning, including game and immersion issues.

Especially, the game design among the components of the game becomes a basis for game production, and affects the game performance in association with other game elements. In addition, overly violent or sensational elements have an adverse affect on the emotional side. Therefore, the design of the game should be designed to match the emotions of gamers.

Related to this, Korean Patent Laid-Open Publication No. 10-2015-0103461 (entitled "Method of measuring game immersion level") discloses a method of measuring the immersion level of a game by measuring brain waves during game use. Specifically, the present invention measures a brain wave of a gamer during a game, and extracts a valid interval corresponding to a predetermined stimulus point in an EEG interval measured according to a game progress. The present invention extracts minutiae from valid intervals and compares minutiae points with prepared sampling data to determine the degree of game immersion.

Korean Patent Laid-Open Publication No. 10-2015-0083219 (entitled " Method for Measuring Over-Confident Dispersion Using a Functional Game ") discloses a method for measuring an excessive conviction bias using a functional game. Specifically, the present invention controls a user to play a game to select one of a plurality of boxes, controls the user to decide whether to open or not to open a selected box, measures a game execution pattern of the user, .

Disclosure of Invention Technical Problem [8] The present invention provides an apparatus and a method for analyzing a user who has performed a game and a game, and evaluating game characteristics for the game.

It should be understood, however, that the technical scope of the present invention is not limited to the above-described technical problems, and other technical problems may exist.

According to a first aspect of the present invention, there is provided an apparatus for evaluating gaming performance for a game, comprising: a memory for storing a program for evaluating gaming performance for a game; and a processor for executing a program stored in the memory The processor measures the characteristics of the game and the characteristics of the user who performed the game according to the execution of the program and determines the game and the game based on the characteristics of the measured game and the characteristics of the user who performed the measured game Classify the users who played the game, and perform marketing analysis on the game. At this time, the characteristics of the game are measured based on the design of the game and the sociality of the game, and the characteristics of the user who performed the game are evaluated based on emotion evaluation corresponding to the user who performed the game, ≪ / RTI >

According to a second aspect of the present invention, there is provided a game evaluation method for a game by a game evaluation device, comprising the steps of: measuring characteristics of a game; Measuring characteristics of a user who performed the game; The step of measuring the characteristics of the game and the step of measuring the characteristics of the user who performed the game are performed after the game and the game are performed based on the characteristics of the measured game and the characteristics of the user who performed the measured game Classifying the users; And performing a marketing analysis on the game after the classifying step. At this time, the characteristics of the game are measured based on the design of the game and the sociality of the game, and the characteristics of the user who performed the game are evaluated based on emotion evaluation corresponding to the user who performed the game, ≪ / RTI >

According to the solution means of the present invention described above, it is possible to provide an objective evaluation scale for the user who performs the game and the game through the game evaluation. In addition, the present invention can be utilized as reference data for developing the next game of the game developer through game evaluation and marketing analysis for the game.

1 is a block diagram of a game evaluation device according to an embodiment of the present invention.
2 is a block diagram of a program for evaluating game properties for a game according to an embodiment of the present invention.
3 is a flowchart of a game evaluation method for a game according to an embodiment of the present invention.
4 is a flowchart of a method for measuring a characteristic of a user who has performed a game according to an embodiment of the present invention.

Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings, which will be readily apparent to those skilled in the art. The present invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. In order to clearly illustrate the present invention, parts not related to the description are omitted, and similar parts are denoted by like reference characters throughout the specification.

Throughout the specification, when a part is referred to as being "connected" to another part, it includes not only "directly connected" but also "electrically connected" with another part in between . Also, when an element is referred to as "comprising ", it means that it can include other elements as well, without departing from the other elements unless specifically stated otherwise.

Next, a game evaluation apparatus 100 according to an embodiment of the present invention will be described with reference to Figs. 1 and 2. Fig.

1 is a block diagram of a game evaluation apparatus 100 according to an embodiment of the present invention.

The game evaluation apparatus 100 according to an exemplary embodiment of the present invention analyzes characteristics of a user who performs a game and a game, and evaluates game characteristics of the game. The game evaluation apparatus 100 includes a display module 110, an input module 120, a memory 130, and a processor 140.

The display module 110 may provide the user who requested the game evaluation for the specific game with the game evaluation result for the specific game. In addition, the display module 110 may display a question item corresponding to the emotion evaluation and the cognitive evaluation to the user who performed the game, in order to measure the characteristics of the user who performed the game.

The input module 120 can receive information input by a user who has performed the game through the display module 110. [ At this time, the input module 120 may be an input device mounted on or connected to a game evaluation device such as a keyboard, a mouse, a joystick, and a touch pad. In addition, the input module 120 may be a touch screen panel such as a resistive type or a capacitive type, and may be integrated with the display module 110.

The memory 130 stores a program for evaluating game properties for a game. At this time, the memory 130 collectively refers to a non-volatile storage device that keeps stored information even when power is not supplied, and a volatile storage device that requires power to maintain stored information.

As shown in FIG. 2, the game evaluating program for game includes a game characteristic measuring module 200, a user characteristic measuring module 210, a classifying module 220, a marketing module 230 and a database 240 .

2 is a block diagram of a program for evaluating game properties for a game according to an embodiment of the present invention.

The game characteristic measurement module 200 can evaluate the characteristics of the game. At this time, the game design evaluation module 201 and the game sociality evaluation module 202 may be included. At this time, the game design evaluation module 201 evaluates the mechanism, platform, story, sound, and graphic design of the game, and the game's sociality evaluation module 202 can evaluate the sociality of the game.

The user characteristics measurement module 210 may measure the characteristics of the user performing the game. At this time, the user characteristics measurement module 210 may include an emotion evaluation module 211, a recognition evaluation module 212, and a game use evaluation module 213. The emotion evaluation module 211 may perform emotion evaluation for a user who performs a game. The perceptual assessment module 212 may perform a perceptual assessment of the user performing the game. The game use evaluation module 213 may perform a questionnaire-based game use evaluation on a user who performs the game.

The classification module 220 can classify users who play games and games based on the games performed based on the game characteristics measurement module 200 and the user characteristics measurement module 210 and the analysis of the characteristics of the users performing the games have. At this time, the classification module 220 may utilize the game data 241 and the user data 242 already stored in the database 240.

The marketing analysis module 230 performs marketing analysis based on the game data 241 and the user data 242 previously stored in the database 150 and the user performing the classified game and game through the classification module 220 . The marketing analysis module 230 may generate a marketing report using the analyzed marketing results.

Meanwhile, the processor 140 measures the characteristics of the game and the characteristics of the user who performed the game, according to the execution of the program for evaluating the gameability of the game stored in the memory 130. [ The processor 140 classifies users who have played the game and the game based on the characteristics of the measured game and the characteristics of the user who performed the measured game. The processor 140 classifies users who have performed the game and the game, and then performs a marketing analysis of the game and a pattern analysis of the user performing the game.

Specifically, the processor 140 may measure the characteristics of the game based on game components such as design of the game and sociality of the game. At this time, the components of the design of the game may include the mechanism of the game, the platform, the story, the sound, and the graphic design. In addition, the components of the sociality of the game may include chatting function, formation of a community, game relay function, competitiveness and heroism.

The mechanism of the game can be used to measure the characteristics of the game, based on the components of the game. At this time, the constituent elements of the game may be a competitive game mode, a configuration for items and skills, a balance and compensation system, and the like. In other words, the processor 140 determines whether or not the game is to be played based on the competition method of the game's mechanism for measuring the characteristics of the game, the configuration of the items and skills, the balance and compensation system, The characteristics can be measured.

For example, the components according to the mechanism of a game include a game mode, an action ability, a charging method, an item, a skill combination, a balance, a character level design, a rune system, Game level design, fortune system, competing system, reward system and traffic system. The components according to the mechanism of the game are shown in [Table 1].

Classification Small classification Justice importance Watch mode Watch mode Support game mode without participating in game 3.92 Action castle Action castle Battle feeling through battle, battle, battle 4.85 Charging method Daejeon Team battle between users 4.92 A.I Artificial Intelligence and War 4.15 tutorial Provides the way the game progresses 4.15 item Weapon Item Attacks, defenses, and magic features used in games 4.85 Rare item Items with special features and rare value (Rare Item) 3.23 Start item Items given at the start of the game 3.46 Core Items Character-specific items 4.08 Magic Item Items for magic spells 4.23 Recovery Item Items to restore vitality and magical power 4.31 Auxiliary item Items such as vision wards, hide detection 4.38 Enhancement Item Attack Enhancement, Magic Enhancement Provided 3.38 Item combination Composition of strategy through combination of items 4.69 Skill combination Skill tree Various skill strategies according to skill acquisition 4.38 balance Character Balancing Numerical balancing between various characters (Summoners) 4.92 Economic balancing Balance of scoring method in battle, score providing method according to item harvest 3.92 Rank Balancing Automated team matching between users through personal odds analysis 4.62 Character Level Design Characters
Growth system
Growing according to character grade or level, growth type and function 4.15
Rune system Rune type External items that can be used besides basic items (combination items before game team formation) 3.92 Run Combination Rune combination provided before game team to enable player analysis 4.08 Character character system attack Character attributes to inflict damage on the enemy 4.15 defense Character attributes for defense 4.15 assistant Auxiliary Attributes Dependent on Characters 4.08 Non-player
Character system
attack Attack characteristics of monsters 3.15
defense Defense character of monster 3.00 assistant Ancillary characteristics of monsters 2.92 Order (witchcraft) system Order (Witchcraft)
skill
Various order effects (instant movement, instant recovery, etc.) 4.38
Game Level
design
Game Level
system
Adjust the difficulty level of background objects or artificial intelligence objects in games 4.38
Fortune system Daejeon Fortune Victory fortune in Daejeon 2.69 Accuracy Provides a staggering additional damage 3.54 Competitive Systems Siege, Team Showdown Competition among other people and groups 4.54 Compensation system variety
Compensation system
Experience, Feedback, Items, Level Up, Skill Enhancement, Additional Points (Gold), Ranking Points 3.85
Transportation system Transportation function The means by which the character can move (including ride, transit, etc.) 3.23

Classification Small classification Justice importance Localization Local language Korean, dubbing, etc. 3.92 server Server presence for Online Match Service 4.46 Persistence Account Management Operational policy for sustained play 4.23 Game Platform computer For PC 4.54 Smart device For tablets and smartphones 3.31 Internet Game access through high-speed internet 3.77

In addition, the processor 140 can determine whether the game is localized, whether the game is persistent, and a platform for the terminal that performs the game, through the platform of the game. For example, the components of a game's platform may include localization, persistence, and gaming platforms, as shown in [Table 2].

Classification Justice importance Worldview Background story 3.54 Character Story Character history, career story 3.62 Full storytelling Objectives, deployment process story 3.62 quest Challenges by level 3.31 event Event Details 2.85

The processor 140 can determine the components such as the world view of the game, the character occupation story, and the entire storytelling through the story of the game. For example, the components according to the story of the game may include a worldview, a character job story, an entire story telling, a quest, and an event as shown in [Table 3].

In addition, the processor 140 can measure components such as a background sound, a sound effect, and a guidance sound of the game through the sound of the game. For example, the characteristics of the game according to the sound are shown in [Table 4].

Classification Small classification Justice importance Background sound Start background music Background music at game start 3.54 Cutaway background music Game switching (intro switching, waiting room switching, map switching, etc.) Music 3.69 Play background music Background music during the game (tension, thrill, fun) 4.31 sound effect Character sound effect Sound effects (attack, damage, run away, death, laughter, etc.) 4.46 Non-player character sound effect The non-player character's effects (attack, damage, run away, death, laughter, etc.) 4.08 Object sound effect The effect sounds (fire sound, water noise, etc.) emitted by various objects in the game (collision, normal) 3.77 Item sound effect Effect sound when using item 3.85 Background sound Background sound effects during game (wind, thunder) 3.23 Transition sound effect Transition sound during game progression 3.38 Guide voice
(Narration, commentary, etc.)
Computer synthesized voice Interpretation of the game through combination of computer voice 3.38
Recording voice Interviewed by voice of voice actor dubbed 3.31

The processor 140 is configured to generate a game graphic such as a game background graphic, a movie, a user experience (UX), a user interface (UI), a character, a non-player character, Can be measured. For example, the characteristics of a game's graphic design are shown in [Table 5].

Classification Small classification Justice importance Background graphic Game atmosphere Fantasy, due diligence (actual feeling), cartridge 4.15 Map atmosphere Visual background of the game 4.15 Sprite Visual effects to show a single animation effect 4.00 video Intro video Intro video that appears when a game program is clicked 3.38 Ending video Immediately after the end of the game (victory) 3.46 Demo video Gameplay example video 3.23 User experience User experience User interface convenience, usability 4.85 User interface Graphical user interface It is easy to understand and manipulate the functions in the game, to define how to use the input device, or to visually recognize it through graphics 4.85 Interaction and reaction effects Interactive switching effect with hotkey, mouse 4.54 Characters How it works Joint type (2, 3, 8, etc.), integral type 3.92 type Humanoid, extraterrestrial, animal, mixed, etc. 4.08 Costume skins Wearable skin 4.15 Costume Animation Costume animation effect 3.85 Kinds Number of characters that can be played 4.31 Character degree of freedom Creative Character Design 3.69 accessories Types of accessories that your character can carry or decorate 3.08 Animation effect Number of animations and motion type 3.77 Motion (motion) Movement form, naturalness of movement 3.92 Non-player character How it works Joint type, integral type 3.15 Texture mapping (skin) Non-player character graphic level 3.46 Kinds Non-player character type (guide, monster, shop, etc.) 3.38 Non-player character type Humanoid, extraterrestrial, animal, mixed, etc. 3.54 Animation effect Number of animations and type of motion (motion) 3.38 item Kinds Type of item provided 4.08 Sprite Visual effects when using or installing items 3.69 Animation effect Visual animation effects when using or installing items 3.38 Inventory Graphical user interface type operation screen for purchasing, selecting, using, and managing items 3.69

The processor 140 may measure the characteristics of the game based on the sociality of the game included in the game. At this time, the components of the sociality of the game may be whether or not the chat function, the formation of the community, the game relay function, the competitiveness and the heroism are included as shown in [Table 6].

Classification Small classification Justice importance chatting Text, voice, and emoticons Various ways to communicate 4.31 Community formation Guild, Clan, Portal, SNS, etc. Sociality, belonging feeling and joint feeling 3.92 Competition Rank system Balance of odds for inducing competition among users 4.31 Heroism Self-efficacy Superiority 4.15 Daejeon broadcasting e-sports Entertainment, belonging, and community experience 3.77

Thus, the processor 140 according to an exemplary embodiment of the present invention can design a game such as a game mechanism, a platform, a story, a sound and a graphic design as shown in [Table 1] to [Table 5] Based on the components of the sociability of the same game, the characteristics of the game can be measured. At this time, classification, definition, and importance of each component for measuring the characteristics of the game illustrated in [Table 1] to [Table 6] can be set variously.

On the other hand, the characteristics of the game can be measured by the user who performed the game. For example, the processor 140 may provide a feature evaluation item so that a user who has performed the game can evaluate the game design and the sociality of the game. At this time, the characteristic evaluation item can be a component of the game design and game sociality as shown in [Table 1] to [Table 6]. When the user who has performed the game performs the evaluation of the game characteristic evaluation items, the processor 140 can measure the characteristics of the game in consideration of the evaluation result of the user who performed the game and the importance according to each characteristic evaluation item have. For example, the degree of importance according to each characteristic evaluation item may be the degree of importance shown in [Table 1] to [Table 6].

In addition, the processor 140 may preprocess and stabilize the characteristic evaluation items of the user who performed the game based on the evaluation of the characteristic evaluation items of the other user who performed the game. At this time, the preprocessing may be an outliner removal and normalization.

Meanwhile, the processor 140 may measure the characteristics of the user who performed the game based on the emotion evaluation corresponding to the user who performed the game, the recognition evaluation, and the evaluation result corresponding to the game use.

At this time, the cognitive evaluation is to evaluate the memory, execution ability and athletic performance of the user who performed the game. Cognitive evaluation can be performed by evaluating the memory of the user who performed the game, execution ability, exercise and attention, and the like. For example, a cognitive assessment may include a reading span assignment, a word span assignment, a tower of London assignment, a stroop assignment, a useful field of view (UFOV) assignment, flanker compatibility task, verbal n-back task, mental rotation task, finger tapping task, and Wisconsin card sorting task. In addition, the above-described tasks are for the conventional recognition of cognition, and a detailed description thereof will be omitted.

For example, reading and word-width tasks are tasks that measure working memory that correlates well with language-related academic achievement and language abilities. The processor 140 may evaluate the word memorizing ability of the user who performed the game through the read width task and the word width task.

The London Topic, the Wisconsin Card Classification, and the Hanoi Topic are tasks that measure higher cognitive abilities. The processor 140, through this task, measures the delay time of task resolution due to the 'fast phenomenon' sticking to the current reaction or judgment, and judges how much the cognitive control is being performed, The function can be evaluated.

The struggle task is to find out the reaction time in which the user who performed the game correctly inputs the color name and the number of characters presented in the display module 110 and the like. In order to perform the strut task, the processor 140 presents the display module 110 with, for example, "" " black on black letters" or & Measure the time to enter the color name. Then, the process can check the perceived speed and cognitive control of the user who performed the game through the strategy task.

In addition, the emotion evaluation is to evaluate the recognition ability of the emotion of the user who performed the game. The emotion evaluation can be composed of the task of evaluating the emotion of the user who performed the game. Emotion evaluation can be divided into emotion, emotion memory, and emotion control areas. For example, emotion evaluation can be performed through facial expression recognition, emotion detection included in language information, and the like. Emotion evaluation tasks include, but are not limited to, emotion perception task and stress task. In addition, since the above-described tasks are for the emotional evaluation known in the art, a detailed description will be omitted.

For example, during the emotion evaluation, the emotion recognition task is to test whether the user who performed the game recognizes whether it is the same expression for a plurality of human facial expressions, or whether one person is another expression.

The processor 140, through the display module 110, may cause the processor 140 to perform emotion assessment and perception evaluation. The processor 140 may measure the characteristics of the user who performed the game based on the emotion evaluation performed and the perceived evaluation performed.

Specifically, the processor 140 evaluates the information input by the user through the input module 120 by the user who played the game about the emotion contained in the displayed image and characters through the display module 110, The emotion evaluation corresponding to the user can be performed. Then, the processor 140 determines whether or not the user who performed the game based on the information inputted through the input module 120 of the user who played the game of characters, words, sentences and images displayed through the display module 110 A corresponding cognitive evaluation can be performed.

In addition, the processor 140 may provide a questionnaire item on the game use by the user performing the game through the display module 110. [ The processor 140 may receive a response to the questionnaire item from the user performing the game through the input module 120. [ The processor 140 may collect the evaluation data corresponding to the game use for the user who performs the game, using the response of the questionnaire item received from the user performing the game.

At this time, the questionnaire items for collecting evaluation data corresponding to game use are cognitive control, conflict, development through game, emotional regulation, escape, based on an assessment of areas such as euphoria, loss of control, preoccupation, reality testing, relapse, tolerance, and withdrawal. .

For example, the processor 140 may display a total of 35 example questions for 12 areas to the user who performed the game through the display module 110 as shown in [Table 7]. When the user who performed the game inputs the results for the displayed example questions, the processor 140 may analyze the results for the example questions and use them to measure the characteristics of the game. Alternatively, when the user observing the user who has performed the game receives the results of the example question offline from the user who performed the game, inputs the results through the input module 120, and the processor 140 displays the inputted information of the user Can be used to measure the characteristics of the game.

domain Example questions Cognitive control I am aware of what I am doing during the game. Cognitive control I use strategy constantly throughout the game. conflict The game causes controversy with other people (eg family, friends). conflict I can not do anything to play games. conflict I neglect important things due to the game. Development through games Train yourself to improve your game. Development through games Study how you can do better. Development through games The more you play, the better your game will improve. Emotional regulation Emotional adjustments do not work well during the game. Emotional regulation It becomes easily angry or depressed when playing a game. Emotional regulation These feelings do not sink well when they get angry or depressed while playing games. Escape reality When I play games I feel depressed. Escape reality Life in the game is better than life. Escape reality When you play, reality is forgotten. Intoxication I feel excited while playing a game. Intoxication I feel good when I play games and it is very interesting. Intoxication I am happy when I think about games. Loss of control I play for a much longer time than I thought. Loss of control When I play the game, I continue thinking "just a little more and stop it". Loss of control It is difficult to stop once you start the game. Immersion Imagine what to do next when you play a game. Immersion When you are not playing games, you are thinking about games. Immersion I do not know how much time is spent playing games. Real-life classification disorder I feel like playing games even when I'm not playing games. Real-life classification disorder Sometimes you want to act like a character in a game. Real-life classification disorder If the protagonist gets hurt or dies while playing the game, it feels like I'm doing it. Relapse I often think I need to cut down on the game. Relapse If you decide not to play, you will often play again. Relapse I try to reduce the playing time but often fail. tolerance The time to play the game gets longer day by day. tolerance More and more time is required to play a game. tolerance There is a tendency to make more and more games. Withdrawal When you can not play games, even if you are depressed or annoyed, the feeling disappears. Withdrawal If you can not play, you get annoyed or angry. Withdrawal I am worried that I will not be able to play because of other things.

Processor 140 may perform preprocessing on the results of emotional evaluation, cognitive evaluation, and evaluation corresponding to game use collected from the user who performed the game. At this time, the preprocessing may be an outlier removal and normalization. For example, the processor 140 may use an average, a standard deviation, and a normal distribution of the results of evaluations corresponding to emotion evaluation, cognitive evaluation, and game use collected by other users who performed the game, And performs normalization of the data, thereby stabilizing the data.

Meanwhile, the processor 140 classifies users who have played the game and the game based on the characteristics of the measured game and the characteristics of the user who performed the measured game. At this time, the processor 140 may use the data on the game stored in the database 150 included in the game evaluation device 100 and the data on the user who played the game.

For example, the data for the game may include game type data and game marketing data. The game type data may store a genre, a title, a release year, and a feeling of operation for each of one or more games. In addition, the game type data can be classified and stored by genre. In addition, the marketing data of the game includes ranking of each of one or more games, average number of concurrent users per month, number of concurrent users, average usage time of users performing a game, number of users performing a game, ) Information and quality management information on the game.

The data for the user who performed the game may include demographical data, log data, and customer relationship management data of the user who performed the game. At this time, the demographic data can store the age, sex, and residence area of the user who played the game. The log data may include installation information, login information, usage time, access frequency, payment frequency, payment amount, and chat frequency for the user using the game.

The CRM data may store customer ratings and user-customized service information for one or more users who played the game. The CRM data is used by the processor 140 to perform data mining and data warehouse on marketing data, demographic data, and log data of games stored in the database 150, Mining, and data warehouse results.

Meanwhile, the processor 140 may extract a pattern of a user who performs the classified game and the game if the user who performs the game and the game is classified. At this time, the pattern of the user performing the game may be how the user performing the game performs the game according to the design of the game and the sociality of the game.

For example, the processor 140 may classify a user who performs a game as an "initial user "," general user ", "fandom user ", and" At this time, the "initial user" may be the user who started the game for the first time within a predetermined period. Further, the "fandom user" may be a user whose average execution time of the game is equal to or longer than a predetermined time. The "chat-oriented user" may be a user who mainly uses chat in the game, and the "general user" may be a user other than the "initial user", "fandom user" and "chat-

In addition, the processor 140 may store the extracted pattern in the database 150 when the pattern of the user performing the game is extracted. The processor 140 may utilize the pattern stored in the database 150 as data for a user who has performed the game.

The processor 140 may perform a marketing analysis on the game based on the extracted game and a pattern of a user performing the game. At this time, the marketing analysis may be a prediction of the ranking of the game, the number of users to perform the game, the usage time and the profit. Therefore, the processor 140 can predict the ranking, the number of users, the usage time, and the profit of the game to perform the marketing analysis through the marketing analysis. The processor 140 may then generate reports using the results of the marketing analysis.

At this time, the marketing analysis report can be an analysis of patterns such as game design and game sociality for each classified user. That is, the marketing analysis report may be a characteristic of the game preferred by each classified user. For example, the marketing analysis report may include "The initial user prefers the graphic design of the game and the sound of the game" and "The fandom user prefers the game mechanism, the platform of the game, and the story of the game & .

The marketing analysis report may also be a marketing report for the user who performed the game. That is, the processor can generate a marketing analysis report using a radial graph representing the design and sociability of the game, a profile of the user who performed the game, and characteristics of the user who performed the game.

The processor 140 may then display the generated report to the user who analyzes the game or the user performing the game through the display module 110. [

Next, a game evaluation method for a game of the game evaluation apparatus 100 according to an embodiment of the present invention will be described with reference to FIG. 3 and FIG.

3 is a flowchart of a game evaluation method for a game according to an embodiment of the present invention.

The game evaluation apparatus 100 measures the characteristics of the game (S300). At this time, the characteristics of the game can be measured based on the design of the game and the sociality of the game.

The gaming evaluating apparatus 100 measures the characteristics of the user who performed the game (S310). At this time, the characteristics of the user who performed the game can be measured based on the emotion evaluation corresponding to the user who performed the game, the recognition evaluation, and the result of the evaluation corresponding to the game use.

Then, the game evaluation apparatus 100 classifies the users who have played the game and the game based on the characteristics of the measured game and the characteristics of the user who performed the measured game (S320)

In addition, the game evaluation apparatus 100 performs a marketing analysis on the game based on the classified game and the user who performed the game (S330)

4 is a flowchart of a method for measuring a characteristic of a user who has performed a game according to an embodiment of the present invention.

In order to measure the characteristics of the user who performed the game, the game evaluation device 100 evaluates the input information of the user who performed the game with respect to the emotion included in the image and characters displayed through the display module 110, Emotion evaluation corresponding to the user who performed the game may be performed (S400).

Then, the game evaluation apparatus 100 performs a recognition evaluation corresponding to a user who performed the game based on the input information of the user who performed the game on the characters, words, sentences and images displayed through the display module 110 (S410).

Then, the gaming property evaluation apparatus 100 may measure the characteristics of the user who performed the game based on the performed emotion evaluation and the perceived evaluation (S420).

On the other hand, in order to classify the users who play the game and the game, the gaming-style evaluating apparatus 100 classifies the game and the user's classification based on the data on the game stored in the database 150 and the data of the user who played the game Can be performed. At this time, the data on the game may include game type data and game marketing data. The data of the user who performed the game may include customer relationship management (CRM) data of the game, demographic data, log data, and usage pattern data of the user who performed the game.

The game evaluation apparatus 100 and the method thereof according to an embodiment of the present invention can provide an objective evaluation measure for a user who performs a game and a game through game evaluation. The game evaluation apparatus 100 and the game evaluation apparatus 100 can be utilized as references for developing a game of a game developer through game evaluation and marketing analysis for the game.

One embodiment of the present invention may also be embodied in the form of a recording medium including instructions executable by a computer, such as program modules, being executed by a computer. Computer readable media can be any available media that can be accessed by a computer and includes both volatile and nonvolatile media, removable and non-removable media. In addition, the computer-readable medium can include both computer storage media and communication media. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Communication media typically includes any information delivery media, including computer readable instructions, data structures, program modules, or other data in a modulated data signal such as a carrier wave, or other transport mechanism.

While the methods and systems of the present invention have been described in connection with specific embodiments, some or all of those elements or operations may be implemented using a computer system having a general purpose hardware architecture.

It will be understood by those skilled in the art that the foregoing description of the present invention is for illustrative purposes only and that those of ordinary skill in the art can readily understand that various changes and modifications may be made without departing from the spirit or essential characteristics of the present invention. will be. It is therefore to be understood that the above-described embodiments are illustrative in all aspects and not restrictive. For example, each component described as a single entity may be distributed and implemented, and components described as being distributed may also be implemented in a combined form.

The scope of the present invention is defined by the appended claims rather than the detailed description and all changes or modifications derived from the meaning and scope of the claims and their equivalents are to be construed as being included within the scope of the present invention do.

100: Game performance evaluation device
110: Display module
120: input module
130: memory
140: Processor
150: Database

Claims (10)

A game evaluation device for a game,
A memory for storing a program for evaluating gaming performance for a game, and
And a processor for executing a program stored in the memory,
The processor measures the characteristics of the game and the characteristics of the user who performed the game according to the execution of the program,
Classifying a user who has played the game and the game based on the measured characteristics of the game and the characteristics of the user who performed the measured game, and performing a marketing analysis on the game,
The characteristics of the game are measured based on the design of the game and the sociality of the game,
Wherein the characteristics of the user who has performed the game are measured based on a result of the evaluation corresponding to the user who performed the game, the recognition evaluation, and the evaluation corresponding to the use of the game.
The method according to claim 1,
Wherein the marketing analysis for the game includes predicting the number of users for the game, estimating the use time of the user performing the game, and estimating the profit of the game.
The method according to claim 1,
Wherein the design of the game includes a mechanism of the game, a platform of the game, a story of the game, a sound of the game, and a graphic design of the game.
The method according to claim 1,
Display module and
Further comprising an input module,
The processor evaluates the information inputted through the input module by the user who has performed the game with respect to the emotion included in the image and characters displayed through the display module and performs emotion evaluation corresponding to the user who performed the game and,
Performing a recognition evaluation corresponding to a user who has performed the game based on information input by a user who has performed the game on characters, words, sentences and images displayed through the display module,
And measures a characteristic of the user who performed the game based on the emotion evaluation performed and the perceived evaluation performed.
5. The method of claim 4,
Wherein the processor provides a questionnaire item on game use by a user performing the game displayed through the display module and receives a response to the questionnaire item from a user performing the game through the input module, And collects evaluation data corresponding to the game use for a user who performs the game.
The method according to claim 1,
Further comprising a database,
Wherein the processor performs the classification of the game and the user on the basis of data of a game pre-stored in the database and data of a user who has performed the game,
The data for the game includes game type data and marketing data of the game,
Wherein the data of the user who performed the game includes customer relationship management (CRM) data, log data, and usage pattern data of a user who performed the game.
A game evaluation method for a game by a game evaluation device,
Measuring characteristics of the game;
Measuring characteristics of the user who performed the game;
The method comprising the steps of: measuring a characteristic of the game; and measuring a characteristic of the user who performed the game, wherein the characteristic of the game is determined based on the characteristic of the measured game and the characteristic of the user who performed the measured game. And classifying the user who performed the game; And
Performing a marketing analysis on the game after the classifying step,
The characteristics of the game are measured based on the design of the game and the sociality of the game,
Wherein a characteristic of the user who performed the game is measured based on a result of an emotion evaluation corresponding to the user who performed the game, a recognition evaluation, and an evaluation corresponding to the use of the game.
8. The method of claim 7,
Wherein the measuring the characteristics of the user who performed the game comprises:
Evaluating input information of a user who performed the game with respect to emotion included in images and characters displayed through the display module and performing emotion evaluation corresponding to the user who performed the game;
Performing a recognition evaluation corresponding to a user who performed the game based on input information of a user who performed the game with respect to characters, words, sentences and images displayed through the display module; And
And measuring a characteristic of the user who performed the game based on the emotion evaluation performed and the perceived evaluation performed.
8. The method of claim 7,
Wherein said classifying comprises:
Performing a classification of the game and the user based on data of a game pre-stored in a database and data of a user who has performed the game,
The data for the game includes game type data and marketing data of the game,
Wherein the data of the user who has played the game includes customer relationship management (CRM) data of the game, log data, and usage pattern data of the user who performed the game.
A computer-readable recording medium recording a program for performing the method according to any one of claims 7 to 9 on a computer.
KR1020150153065A 2015-02-27 2015-11-02 Apparatus and method of playability evaluation for game KR101760406B1 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR102010031B1 (en) * 2018-12-12 2019-08-12 넷마블 주식회사 Method and apparatus for predicting game indicator information
KR20200125153A (en) * 2019-04-26 2020-11-04 넷마블 주식회사 Prediction apparatus and operating method thereof

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR102010031B1 (en) * 2018-12-12 2019-08-12 넷마블 주식회사 Method and apparatus for predicting game indicator information
KR20200125153A (en) * 2019-04-26 2020-11-04 넷마블 주식회사 Prediction apparatus and operating method thereof

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