학술논문

게임 튜토리얼의 정의 확장과 유형 분류체계 개발 - F2P게임을 중심으로
Expanding the Definition of Game Tutorials and the Development of Their Classification Scheme - Focusing on F2P Game
Document Type
Article
Text
Source
CONTENTS PLUS, 06/30/2023, Vol. 21, Issue 4, p. 69-83
Subject
부분유료화
게임 튜토리얼
교육목표 분석틀
블룸
게임 디자인
Free to Play
Game Tutorial
Taxonomy of Educational Objects
Bloom
Game Design
Language
한국어(KOR)
ISSN
2092-8157
Abstract
The primary purpose of a game tutorial is to familiarize players with the rules, objectives, procedures and world of a game. This enables them to learn how to play the game and understand its fictional universe, thereby increasing their immersion. By utilizing the taxonomy of educational objects, game tutorials were categorized and structured with the aim of teaching users game contents. This study analyzed the components of game tutorials based on Bloom's revised taxonomy theory framework, classifying them as educational objects that rely on remembering, understanding, applying, analyzing, evaluating and creating. Based on this categorization, representative examples of game tutorials were then divided in accordance with the educational aims and objectives and an investigation of the development process of each tutorial element was conducted. An analysis of tutorials in representative games found them to be neither temporally nor spatially isolated from the game play nor distinguished from it. This represents a departure from segmented game tutorial design, in which each piece of content is presented uniformly in its introduction, as teaching game content to users cannot solely be achieved by explicitly segmented introductory tutorials. Tutorials are explicitly created and continually offered based on the actual content of a game. They exist in a form that is inseparable from the core game content, and lower-level game content can act as a tutorial for higher-level content. The transformed form of tutorials suggests that there is a need for greater comprehension of what is implied by them. This study has made it evident that tutorials must be designed as a type of curriculum permeating the entire game-playing experience of the user and must have clear educational objectives.