CREATING VISUAL ASSETS OF KOREAN VOCABULARY CARD GAME NOLJA

Satyaning Maharani
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引用次数: 3

Abstract

ABSTRACT  The Korean vocabulary card game Nolja is a game designed to assist the learning process of Korean vocabulary in an interactive way and suitable for women aged 15-25 years. However, as a new game, Nolja has a fatal problem with its design, namely, the placement of illustrations on the player card which makes the game finish too quickly, there are no tools to assess language proficiency on the card, the typeface on the card is less legible, and strokes on the illustration are too thin, Therefore, it is necessary to design a visual asset for the Nolja vocabulary card game. Visual asset design for Nolja includes game theme design, illustration, educational game system, layout, and content arrangement. This design aims to produce a Nolja card game design that is interactive, educational, and suitable for women aged 15-25 years who have the motivation and function to convey Korean language subject matter well. The design is carried out by qualitative methods through interviews with experts and extreme users in the game and learning the Korean language, distributing surveys to 100 target markets. This design is also supported by data collection from literature studies from books, journals, and articles from the Internet. The design produces a visual asset for the Nolja vocabulary card game with a stronger educational game system and a design style that matches the target market's wishes so that it can be well received by the market.   Keyword: Korean language, Visual learning media, Flashcards, Picture card games, Visual assets.
创造韩国词汇卡牌游戏nolja的视觉资产
韩语词汇卡游戏Nolja是一款旨在以互动方式帮助学习韩语词汇的游戏,适合15-25岁的女性。然而,作为一个新的游戏,Nolja有一个致命的问题,其设计,即在玩家卡上的插图放置,这使得游戏完成得太快,没有工具来评估卡上的语言能力,卡上的字体是不太清晰,笔画上的插图太薄,因此,有必要设计一个视觉资产为Nolja词汇卡游戏。《Nolja》的视觉资产设计包括游戏主题设计、插图、教育游戏系统、布局和内容安排。本次设计的目标是制作一款具有互动性和教育性的Nolja纸牌游戏,适合15-25岁的女性,她们有动机和功能来传达韩国语主题。设计采用定性的方法,通过对游戏中的专家和极端用户进行访谈,学习韩语,向100个目标市场分发调查问卷。本设计还得到了来自书籍、期刊和互联网文章的文献研究数据的支持。该设计为Nolja词汇卡牌游戏创造了一种具有更强的教育游戏系统和符合目标市场意愿的设计风格的视觉资产,使其能够受到市场的欢迎。关键词:韩语,视觉学习媒体,抽认卡,图片卡游戏,视觉资产
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