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]
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