Game Culture Conference Shares Researches on Games

February 20th, 2012 by Alt

Thisisgame held Game Culture Conference(GCC) sponsored by Yeonsei Digital Game Institute and Hanbit Media at Yeonsei University, Seoul last January 18.

The first GCC was held to share different researches about games studied by industry executives. Please mind that this article is a summary of this article.

Keen Analysis on Testers

HyoWon Seo the CEO of Enblik, a game research firm, pointed out popular errors made during a test. He stressed that developers should not take testers’ feedback on trust.

“Testers tend to lie their feedback for many reasons — keeping their pride for example. So their play videos, hourly logs, keylogs, etc. are required to be reviewed together while dealing with such contaminated data,” said Seo.

 

Research on Players’ Tolerance to Failure

YoungAh Lee a professor of Yeonsei Digital Game Institute presented differences between failures in real world and games.

She urged that gamers generally prefer to complete a game without a walk-through, also stressing that hardcore gamers, in terms of play time, have more tolerance to failure than light gamers despite similar level of frustration.

“Recently there are many negative views on the games and I am afraid that the views seem to be even neglecting the games’ potential. A stereoscopic point of view on the games is needed today,” said Lee.

 

The Game Shutdown System and Game Addiction

JiWoong Kang an Yeonsei University student presented about the Shutdown System and game addiction.

He urged that parents are afraid of the games because they are ignorant about the games at all. So he advised gamers trying to communicate with non-gamers and teach the games to them.

“It’s time for gamers and game developers to think and discuss about the game-related social culture, and, of course, the gamers must center on the question,” said Kang.

 

G-Learning! What Made This Successful?

EunSuk Won the head of Contents Management Institute explained how G-learning could have seeped. The G-learning is an education system that teaches economy through the games.

The new education has been recognized since a principal of a model school introduced its efficiency and high participation of students to a scholarship conference.

Most schools are positively considering adoption of the G-learning education today despite only three out of 1,300 schools showed their interests at the very beginning. He mentioned he, therefore, had to start off the business with his daughter’s school then.

 

Six Factors That Influence Value of a Developer

Six factors affecting value of an online game developer before commercial service are presented by ChangSuk Yoo a section chief of NCsoft finance team.

First of all, improvement in a game under development may increase the value. <TERA>, for example, was considered as worth about US$5.8M at the beginning of development but it went up to US$89M when its OBT kicked off.

Second, the value may vary with status of the market. He exemplified social games which used to be underestimated until 2009.

Key human resources, development capability, human network, and investment were introduced too.

 

From Planning to Exhibition of ‘Pixel on Canvas’

SangWoo Lee a game critic explained why he hosted an exhibition ‘Pixel on Canvas’ at KGC 2011 last year.

He believed all arts develop as they influence each other genres. A RPG <Ultima> was derived from a famous fantasy novel <Lord of the Ring> and a horror game <Silent Hill> was based on a horror film while <Tomb Raider> and <Resident Evil> developed into movies.

So he pondered that it would be good if gamers understand the games deeper, communicate with other people, and interlock with other arts, providing a place to arrange game history and discover aesthetic value of the game.

“I believe combination of the art is infinite and not only painting but also sculpture, print, performance, etc. could be linked with the games in the future,” said Lee.

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