• Title/Summary/Keyword: 게임심의

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The Study on types of Characters expressed to Visual Identity in On-Line Game (온라인 게임에서 시각 정체성으로 표출되는 캐릭터의 유형 연구)

  • Shin, Soon-Beom
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.10-17
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    • 2003
  • 사이버 공간에서의 가상인간인 사이버 캐릭터가 사용자자신의 자아와 정체성과 무관한 존재라고 한다면, 온라인 상에서 통용되는 또 다른 자기자신을 의미하며 자신의 정체성을 시각적으로 표현하는 캐릭터는 아바타라고 한다. 온라인에서는 자신의 아바타를 이용 가상공간 속을 살아가고 있다. 심한 중독성과 가상공간 속에서의 아이템이 현실세계로 유입 되는데 따른 문제점을 노출하고는 있지만 온라인속의 아바타는 컴퓨터와 인터넷의 발전이 가지고온 개인의 정체성이 시각화되는데 큰 역할을 하고있다. 본 논문에서는 국내 온라인 게임사이트와 인터넷 사이트에서 사용되고 있는 아바타의 유형을 분류하였으며, 현실보다 더 현실같은 공간인 가상공간에서 다양한 유형의 아바타가 사용되고 있음을 확인 하였다. 이제 더 이상 가상공간은 현실과 다른 세계가 아닌 현실의 일부분이다. 아바타는 현실의 일부분을 대신할 나이기에 보다 구체적인 디자인이 제시되어야 할 것이다.

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A Study on the Korean game industry trends and the direction (국내 게임 동향 분석 및 방향 연구)

  • Kim, Sang-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.249-250
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    • 2016
  • 본 논문에서는 급변하는 국내 게임시장 현황을 다각적으로 검토하고자 한다. 현재 두드러지게 변화 된 부분을 살펴보면 플랫폼의 변화로 인한 연련 층, 성별의 변화가 지속적으로 변화 되고 있고, 모바일 시장의 TV광고의 경쟁적 출혈로 인해 빈익빈부익부 형태의 이분화 된 성향이 더 심해지고 있고, 중국시장의 국내 투자로 인한 경기력이 단기적으로는 회복이 되고는 있으나 장기적으로는 결국 중국시장의 경제 논리에 제어 될 수 있는 상황으로 바뀌고 있는 이러한 현황 등을 분석하여 다각적으로 헤쳐나갈 수 있는 방향을 제시하고자 한다.

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특허 News

  • (사)한국여성발명협회
    • The Inventors News
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    • no.27
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    • pp.2-2
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    • 2004
  • BM 특허출원 지속적인 증가 추세 유지 - 휴대폰 게임관련 특허출원 회복세 뚜렷 - 특허침해소송 2심 전속관할 통해 국가경쟁력 강화 - 데이콤 캐드넷 BM 특허 획득 - 수자원공사 인재육성 시스템 특허 획득

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The Study on the Distorted Instances of Korean History in Japanese Game (일본 게임속에 나타난 한국 역사의 왜곡 사례에 관한 연구)

  • Ko, Byeong-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.512-516
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    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Tokto by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and The West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

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Development of virtual reality simulation game synchronized with real robot (로봇과 동기화된 가상현실 시뮬레이션 게임의 개발)

  • Shim, Jae-Youn;Yoo, Hwan-Soo;Sung, Hyun-Seong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.33-42
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    • 2018
  • Virtual reality can user experience the virtual world of computer and stimulate user eyesight and emotions. HMD can acquire and stimulate user behavior and sensory information. In this paper, we propose a virtual reality game using robot control. Controlling the robots using various interfaces and synchronizing them with the virtual reality game. In this paper, we use OID mat for robot movement detection based optical code recognition and Kalman filter.

Design and Implementation of the Role Playing Edugame based on STS Learning (STS 학습을 기반으로 한 롤플레잉 에듀게임의 설계 및 구현)

  • Yun, Hong-Chul;Han, Kyu-Jung
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.235-243
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    • 2007
  • 본 논문에서는 수준차가 심한 다인수 학급 체제에서 STS 학습의 한계점을 살펴보고, 한계점을 보완할수 있는 롤플레잉에듀게임을 설계하고 구현하였다. 학습자들이 시간과 공간의 제약을 받지 않고 롤플레잉 에듀게임에 참여하도록 함으로써 문제해결력을 비롯한 학습목표 도달 가능성을 높이고, 이들의 과학 학습에 대한 흥미와 관심 및 자신감, 성취동기 등을 높일 수 있도록 과학과 STS 학습에 적용 가능한 개선방안을 제안하였다.

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The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

An Analysis of the Influence Factors on Perceived Value and Loyalty of On-line Game User in China (중국 온라인 게임 이용자의 인지가치 및 충성도 영향요인에 관한 연구)

  • Lee, Young-Duck;Dong, Zhi-Juan
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.7-18
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    • 2014
  • For the rapid growth of Chinese on-line game market in this decade, it became more necessary to study Chinese on-line game industry, business strategy, and, especially the behavioral characteristics of on-line game users. In spite of these necessities, there were a few studies on these research fields in China. The current study investigated the relationships among perceived price, perceived quality, the flow, perceived value, and loyalty of Chinese on-line game user. In addition, we tested the influence factors on perceived value and game user loyalty of on-line game user through AMOS method. Results showed that perceived value and game loyalty are positively related perceived price and the flow, the flow and perceived value respectively.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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