KR20160105277A - Apparatus and method of playability evaluation for game - Google Patents
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Abstract
Description
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
1 is a block diagram of a
The
The
The
The
As shown in FIG. 2, the game evaluating program for game includes a game
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
The user
The
The
Meanwhile, the
Specifically, the
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
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].
Growth system
Character system
skill
design
system
Compensation system
In addition, the
The
In addition, the
(Narration, commentary, etc.)
The
The
Thus, the
On the other hand, the characteristics of the game can be measured by the user who performed the game. For example, the
In addition, the
Meanwhile, the
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
The London Topic, the Wisconsin Card Classification, and the Hanoi Topic are tasks that measure higher cognitive abilities. The
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
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
Specifically, the
In addition, the
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
Meanwhile, the
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
Meanwhile, the
For example, the
In addition, the
The
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
Next, a game evaluation method for a game of the
3 is a flowchart of a game evaluation method for a game according to an embodiment of the present invention.
The
The
Then, the
In addition, the
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
Then, the
Then, the gaming
On the other hand, in order to classify the users who play the game and the game, the gaming-
The
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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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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KR20200125153A (en) * | 2019-04-26 | 2020-11-04 | 넷마블 주식회사 | Prediction apparatus and operating method thereof |
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