Gameplay Experience as A Problem Solving - Towards The New Rule Spaces -

문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -

  • 송승근 (동서대학교 디지털콘텐츠학부 게임)
  • Published : 2009.10.20

Abstract

The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

본 연구는 MMO(Massive1y Multi-player Online) 게임플레이 경험에 관한 게이머의 행동을 체계적으로 코드화 할 수 있는 분석적 틀을 개발하고 문제해결과정으로서의 게임플레이를 실증적으로 규명하는데 목적이 있다. MMO 게임플레이 경험에 관한 분석틀은 모델휴먼프로세서, 내용기반연구, 절차기반연구를 고찰하여 전체적인 틀을 구축하였다. 게임플레이에 관한 구체적인 행동과 내용은 MMO 게임에 관한 실증적 실험 진행과 동시조서 분석을 통하여 도출되었다. 그 결과를 통해서 MMO 게임플레이 행동은 운동, 지각 기능 표상 시뮬레이션, 법칙 행동(휴리스틱스, 법칙적용, 법칙초월)들로 분류되어 MMO 게임에 적합한 새로운 분석틀이 개발되었다. 본 실험결과 시행착오를 통해 게임의 법칙을 발견하는 '휴리스틱행동' 해당 법칙을 따르는 '법칙적용행동', 해당법칙을 초월하는 '법칙초월행동'이 발견되었다. 특히 문제공간에서 '법칙적용행동'과 '법칙초월행동'이 시행되는 두 가지 법칙공간이 발견되었다. 새로 발견된 법칙공간과 게임플레이 패턴은 MMO 게임의 레벨디자인 요소에 해당하는 지역특성, 몬스터의 속성, 아이템, 스킬 등을 결정하는데 중요한 기초를 마련한다. 그래서 본 연구결과는 MMO 게임의 품질을 향상하기 위한 게임디자인 방법론에 중요한 시사점을 제공할 것이다.

Keywords

References

  1. ESA(The Entertainment Software Association), http//www.theesa.com/facts/pdfs/ESA_EF_2009.pdf
  2. J. Funk, "Reevaluating the impact of video games", Clinical Pediatrics, Vol. 32, No. 3, pp. 86-90, 1993 https://doi.org/10.1177/000992289303200205
  3. Newman. J, "Videogames", Routledge: Taylor & Francis Group, London, NY., 2004
  4. J. Hong and M. Liu, "A Study on Thinking Strategy between Experts and Novices of Computer Games", Computer in Human Behavior, Vol. 19, No. 2, pp 245-258, 2003. https://doi.org/10.1016/S0747-5632(02)00013-4
  5. Klabbers. J, "Three Easy Pieces : A Taxonomy on Gaming", London : Chapman and Hall, 1999.
  6. Mayer. R, "Thinking, Problem Solving, Cognition", 2nd Ed, NY:Freeman, 1991
  7. Elgood. C, "Using Management Game" 2nd Ed., Brookfield, Vermont:Grower Press, 1996.
  8. 김진우, Human Computer Interaction 개론, 안그라픽스, 2005.
  9. Card, K. Moran, T. and Newell. A, "The Psycholgy of Human-Computer Interaction", Lawrence Erlbaum Associates, Pub., 1983.
  10. C. Fabricatore, M. Nussbaum, and R. Rosas, "Playability in Action Videogames: A Qualitative Design Model", HUMAN COMPUTER INTERACTION, Vol.17, pp311- 368, 2002. https://doi.org/10.1207/S15327051HCI1704_1
  11. M. Kavakli and J. Thorne, " A Cognitive Modeling Approach to Capturing The Context of Complex Behavior in Gameplay", In : Proceedings of ICITA2002, Australia, 2002.
  12. Van Someren, M. Barnard, Y. and Sandberg. J. "The Think Aloud Method : A Practical Guide to Modeling Cognitive Processes", Academic Press Prof., Inc., San Diego, CA., 1994
  13. J. Kim and F. Lerch, "Towards a Model of Cognitive Process in Logical Design : Comparing Object-Oriented and Traditional Funchonal Decomposition Software Methodologies", In Proceeding on CHI'92 May 3-7, 1992
  14. J. Kim, F. Lerch, and H. Simon, "Internal Representation and Rule Development in Object-Oriented Design", ACM Transactions on Computer-Human Interaction, Vol. 2, No.4, pp357-390. 1995. https://doi.org/10.1145/212430.212450
  15. B. John and A. Vera, "A GOMS Analysis of a Graphic, Machine-Paced, Highly Interactive Task", In Proceedings of the conference on CHI 92, pp251-258, 1992.
  16. Hayes, J. and Simon. H, "Understanding written problem instructions", In Models of Thought, Vol. 1, H. Simon, Ed. Yale University Press, New Haven, Corm., pp451-476, 1979.
  17. D. Klahr and K. Dunbar, "Dual Space Search During Scientific Reasoning", Cognitive Science. Vo. 12, No. 1, pp1-48, 1998.
  18. Simon, H. and Kotovsky. K, "Empirical Tests of a Theory of Human Acquisition of Concepts for Sequential Patters", In H. Simon Ed, Models of Thought, Vol. 1 Yale University Press, New Haven, pp274-291, 1977
  19. Simon, H. and Lea. G, "Problem solving and rule induction", In Models of Thought, H. Simon, Ed. Yale University Press, New Haven, Corm, pp329-346, 1977.
  20. Adelson, B. and Soloway. E, "A Model for Software Design", In Tile Nature of Expertise, M. Chi, R. Glaser, and M. Farr, Eds. Lawrence Erlbaum, Hillsdale, N.J., pp185 - 208. 1988.
  21. F. Detienne and E. Soloway, "An Empirically-derived Control Structure for The Process of Program Understanding", Int. J. Man-Mach. Stud. Vol. 33, pp323 - 342, 1990. https://doi.org/10.1016/S0020-7373(05)80122-1
  22. E. Kant and A. Newell, "Problem Solving Techniques for The Design of Algorithms", Information Processing and Management, Vol. 20, pp97-118, 1984. https://doi.org/10.1016/0306-4573(84)90042-6
  23. http://www.gamestudies.org/0101/juul-gts/ 2001.
  24. Juul. J, Half-Real: Video Games Between Real Rules and Fictional Worlds, The MIT Press Cambridge, Massachusetts London, England, 2005.
  25. 송승근, 김수정, 이주현, "MMO 게임 디자인의 사용성 평가와 핵심디자인 요인", 디자인학연구, 통권 제64호, Vol. 19, No. 2, pp195-206, 2006.
  26. S. Wineburg, "Historical Problem Solving: A Study of The Cognitive Processes Used in The Evaluation of Documentary and Picture Evidence", J. of Educational Psychology, Vol. 83, No. 1, pp73 - 87, 1991. https://doi.org/10.1037/0022-0663.83.1.73
  27. S. Wineburg, "Reading Abraham Lincoln: An Expert/Expert Study in The Interpretation of Historical Texts", Cognitive Science, Vol. 22, No. 3, pp319 - 346, 1998. https://doi.org/10.1207/s15516709cog2203_3
  28. J. Hughes and S. Parkes, "Trends in use of verbal protocol analysis in software engineering research", Behaviour & Information Technology, Vol. 22, No. 2, pp127 - 140, 2003. https://doi.org/10.1080/0144929031000081341
  29. http://gigaom.com/2007/06/13/top-ten-most-popularmmos, 2007
  30. 이준희, "영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 : 게임 World od Warcraft를 중심으로", 디자인학연구, 통권 제63호, Vol. 19, No. 1, pp119-126, 2006.
  31. http://forums.worldofwarcraft.com/thread.html?topicId=19110335191&sid=1, 2009.
  32. Newell, A. and Simon. H, "Human Problem Solving", Prentice Hall, Englewood Cliffs, New Jersey, 1972.
  33. M. Suwa and B. Tversky, "What Architects See in Their Design Sketches : Implications for Design Tools", In CHI 96 conference companion ACM, New York, pp191-192, 1996.
  34. J. Sutcliffe and N. Maiden, "An alγsing The Novice Aanalyst: Cognitive Models in Software Engineering", Int. J. of Man-Machine Studies, Vol. 36, pp719-740, 1992. https://doi.org/10.1016/0020-7373(92)90038-M
  35. K. Bielaczyc, P. Pirolli, and A. Brown, "Training in Self-explanation and Self-regulation Strategies: Investigating The Effects of Knowledge Acquisition Activities on Problem Solving", Cognition and Instruction, Vol. 13, No. 2, pp221-252, 1995. https://doi.org/10.1207/s1532690xci1302_3
  36. J. Kim and J. Hahn, "Reasoning with Multiple Diagrams Focusing on The Cognitive Integration Process", In Proceedings of the 19th annual conference of the Cognitive Science Society, pp376-381, 1997.
  37. G. lrwin and C. Wasalathantry, "Expert-novice Differences in Object-oriented Modelling", In Proceedings of the Information Resources : Management Association Intemational Conference, pp719-720, 1998
  38. S. Sonnentag, "Planning and Knowledge about Strategies: Their Relationship to Work Characteristics in Software Design", Behaviour and Information Technology, Vol. 15, No. 4, pp213-225, 1996. https://doi.org/10.1080/014492996120148
  39. S. Sonnentag, "Expertise in Professional Software Design a Process Study", J. of Applied Psychology, Vol. 83, No. 5, pp703-715, 1998. https://doi.org/10.1037/0021-9010.83.5.703
  40. J. Hahn and J. Kim, "Why Are Some Diagrams Easier to Work "With? Effects of Diagrammatic Representation on The Cognitive Integration Process of Systems Analysis and Design", ACM Transactions on Computer-Human Interaction, Vol. 6, No. 3, pp181-213, 1999. https://doi.org/10.1145/329693.329694
  41. Crawford. C, "The Art of Computer Game Design", http://www.stanford.edu/class/sts145Library/Grawford%20on%/20Game%20Design.pdf, 1982.
  42. D. Myers, "Computer Game Semiotics", Play&Culture, Vol 4, 1991.
  43. Frieman. T, "Making Sense of Software: Computer Games and Interactive Textuality", In S. Jones, Ed., Cybersociety Thousand Oaks, CA, and London : Sage Publications, 1995.
  44. C. Schumn and D. Klalu, "A 4Space Model of Scientific Discovery" In Proceedings of the 17 Annual Conference of the Cognitive Science Society pp106-111, 1995.