Sabtu, Desember 01, 2007

Factor of Choosing Games


57,9% Genres of games

18,9% Recommendation of those who play certain games
13,4% Contents of games
2,8% Instructiveness of games
2,7% Characters of games
1,7% Events held by game companies
1,3% Names of the game makers

[KOGIA 2007]

Preferred Game Genres


33,2% Web-board games
22,2% Role-playing games
20,9% Strategy simulations
6,4% Sports games
3,9% Shooting games
3,6% Construction/Management/Rearing simulations
2,4% Adventure games
2,0% Action-fighting games
0,7% Community games
0,4% Simulations for Physical experience/training
0,3% Juvenile games
0,2% Educational games
0,2% Premium games
0,1% Adult-only betting games

[KOGIA 2005]

Common Purpose of Using PC


31,2% Internet surfing

23,8% Game
10,2% Emailing
10,0% Community (Including Blog) activity
6,1% Music/Movie/Comics
5,3% Office work/Filing
3,9% Internet chatting
3,6% Trading of goods
0,7% Dealing in bonds and securities
0,5% Computer graphic work

[KOGIA 2005]

Jumat, November 30, 2007

GAME: Glossary of Terms


Game Platform

Arcade Game: A coin-po game in arcades
Online Game: A game that connects many players together on a server that can be accessed over the Internet by individual PC terminals
PC Game (PC Stand-alone Game): A game installed on a PC through a CD-ROM
Video Game: A game inserted into a game console system that is connected to a TV set
Game Console: A video game machine used with CD, DVD and CD-ROM game cartridges (e.g., Xbox, Playstation, Game Cube)
Mobile Game: A game played on mobile phones or portable handheld system

Game Place

Internet (PC) Cafe (e.g., PC Bang): A place where people can play online games and access the Internet
Arcade Hall / Game Center: A place where people can play coin-op games
Video (Console) Game Room (e.g., Playstation Bang): A place where people can play video console game

Game Users
Hardcore Gamer: A player who plays games for over 2hours a
day on average
Average Gamer: Anyone who has played a game at least once
Potential Gamer: A person who doesn't play any games at all or is a casual player who plays games for less than 30 minutes a day
Non-Gamer: A person who has never played a game before but may become a casual gamer

[KOGIA: 2005 The Rise of Korean Games]

Positive Effects of Videogaming


Games help on:

- Processing certain visual information
- Improving laparoscopic skills
- Helping children with attention deficit disorder
- Managing pain
- Establishing online social relationship

[4th ICET 2007]

Why Videogames are such Good Teachers?


1. Clear objectives

2. Exciting activities
3. Multiple ways of solving problems
4. Feedback given
5. Motivation to reach a high standards and practice their skills
6. Extrinsic and intrinsic rewards
7. Guaranteed success regardless of players' academic performance of socioeconomic status

[4th ICET 2007]

Why Digital Games are important to Children and Teens?


Digital games offer children and teenagers:

1. Promote positive feelings
2. Provide outlet for aggression, has cathartic effect
3. Has potential as learning tools
4. Meet psychological needs:

+ entertainment and leisure

+ emotional coping - from loneliness, stress, low self-esteem
+ escape from reality
+ satisfying social needs
+ making new friends
+ strengthening friendship
+ generating sense of belonging and recognition

+ need for challenge and achievement
+ need for excitement
+ need for power

[4th ICET 2007]