• Title/Summary/Keyword: 게임장르

Search Result 339, Processing Time 0.023 seconds

Analyzing Predictors of Gamer Issue Participation: Focused on the Role of Media Source, Corrective Action, and Attitudinal Information (게이머 이슈 참여에 미치는 영향 연구: 미디어 출처, 시정 행동과 태도 정보의 역할을 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.187-197
    • /
    • 2022
  • This study examined the effects of game genre, news media with differing political ideologies, and game-related information sources on gamer issue participation by performing a hierarchical regression model, using an online survey on Korean gamers (N=1,362). As a result of the study, playing specific genres of games played a positive role in gamer issue participation. The group behavior or collective action for or against game regulation reported in the liberal/moderate media acted as a mobilization cue for readers and potentially encouraged gamers to take social action. But the conservative media, which used governmental organizations and interest groups as sources of information, had a negative impact on real-life participatory behavior. The biased journalism practice of the mass media on game-related social issues influenced gamers' social and political behavior through corrective action. This study is significant in empirically analyzing the relationship between political ideology, game genre, media use, and gamers' social participation. The current research suggests the improvement of game regulation policy and the need for theoretical and conceptual expansion of game research.

Development of Survival Mobile Game 'Zombie Apocalypse' ('좀비 아포칼립스' 생존 모바일 게임 개발 연구)

  • Park, CheolHwan;Lee, GeunWoo;Jung, JuYoung;Kim, HyoungWook;Song, Eujnee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.929-931
    • /
    • 2016
  • 최근에 모바일 게임을 즐기는 이용자들이 증가하고 있다. 우리나라 뿐만 아니라 전 세계적으로 모바일 게임의 인기가 식을 줄 모르고 있는 가운데 블루오션이라 불리는 중국시장을 겨냥해서 게임이 개발되고 있다. 게임의 장르는 서바이벌(생존)게임인데, pc게임시장에서는 서바이벌게임이 상위권에 많은 반면 모바일시장에서는 서바이벌 장르의 게임의 비중이 적다. 뿐만 아니라 모바일시장에는 카피캣 게임이 대다수를 차지하고 있다. 본 논문에서는 틈새시장 공략하기 위해서 서바이벌(생존)게임을 기획하고 새롭고 참신한 독자적인 모바일게임을 개발에 대한 연구를 한다. 유비쿼터스 컴퓨팅 환경에서 다양한 접속 채널과 서비스 플랫폼에 대응하는 게임의 개발도 요구 되고 있는 상황에서 본 연구에서 개발된 게임은 좋은 사례가 될 것이다.

  • PDF

Chronological change of smart phone's games by pc oline games (PC온라인게임과 스마트폰 게임의 변화에 대한 연구)

  • Kang, Sung-gu;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.925-928
    • /
    • 2014
  • Currently, smart phone game's advances are going to more similar to the development of a computer games. there are many similar portions between an affinity for the genre of the game and the kind of developed game, which smart-phone technology is going to reach the computer's ability. In this paper, According to the pc online games and mobile game's graphics technology and the development of the network, there are analysis about An preference of the game by the user by the chronological situation, and about factors of results of preferred direction by the user.

  • PDF

A Study on the Commerciality and Popularization of Online Games in Korea (국내 온라인 게임 음악의 상업성과 대중화에 관한 연구)

  • Lee, Du-hyun;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.159-162
    • /
    • 2021
  • 국내 문화 예술 산업에서 게임과 관련된 음악 혹은 OST가 드라마, 영화, 애니메이션 등의 타 장르와는 다르게 국내의 미디어 매체에서 언급과 노출이 비교적 적은 편이다. 게임을 소비하는 일부 이용자를 제외한 일반적인 대중은 게임 음악을 접할 기회가 많지 않기 때문에 게임 음악은 여전히 문화 예술이 아닌 게임 음악이라는 틀 안에 갇혀 있다. 본 논문에서는 국내 온라인 게임과 관련된 음악의 상업성에 대해 분석하고 게임 음악이 하나의 음악 장르로 자리를 잡기 위한 방안을 제시하고자 한다.

  • PDF

A Study on the Character Fun Factor in the MOBA Game Genre (MOBA 게임 장르에서의 캐릭터 재미 요소에 관한 연구)

  • Hong, Min-Gi;Park, Jong-Beom;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.01a
    • /
    • pp.209-212
    • /
    • 2020
  • 게임에서의 캐릭터는 플레이어와 게임을 연결해주는 중요한 역할을 하며, 더 나아가 게임의 재미를 느끼는 데 필요한 요소 중 하나이다. 본 논문에서는 최근 대표적으로 인기를 끌고 있는 MOBA 장르의 게임인 리그 오브 레전드, 오버워치, 히어로즈 오브 더 스톰, 사이퍼즈 총 4개 게임의 캐릭터와 역할에 대한 재미를 분석하여 공통적인 재미 요소를 정리하고 설문 조사를 통해 유저들의 선호도를 파악하여 앞으로 게임 캐릭터 기획 제작에 대해 도움을 주고자 한다.

  • PDF

Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite (성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.1
    • /
    • pp.71-76
    • /
    • 2020
  • A battle royale game is a multiplayer video game genre that blends the survival and exploration with last-man-standing gameplay. The genre has been hot in recent years and the 'Player Unknown's Battleground' produced by Korean enterprise PUBG had been the hottest during 2017 and the first half of 2018. However, a similar battle royale game 'Fortnite' became the game of the year in 2018 and the Player Unknown's Battleground sustains the predominance only in Korea and China. In this paper, we investigate the game structure of those two games on combat, survival, farming and charging elements, We also conduct a user survey on what might be the weak point of the Player Unknown's Battleground and why they choose Fornite among users played both but currently play Fortnite. The result shows that the Player Unknown's Battleground sustains the advantage on battle elements but creative charging policy and the efficient survival elements are the reasons of choosing Fortnite between the two.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (사회통계학적, 장르적 분류에 따른 온라인 게임의 이용 특성에 관한 연구)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
    • /
    • v.10 no.3
    • /
    • pp.61-71
    • /
    • 2010
  • This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.

Mobile Game Development using Unity game engine (Unity 게임 엔진을 이용한 모바일 게임 개발)

  • Yoon, Kyung-Seob;Lee, Hyeon-Jae;Kim, Rack-Hyeon;Lee, Han-Sin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.01a
    • /
    • pp.5-8
    • /
    • 2015
  • 모바일 게임 시장이 날이 갈수록 발전하고 성장하는 가운데 Unity 게임 엔진은 하나의 코드로 여러 플랫폼에서 동작하도록 하여 게임 개발이 전문가들만이 개발할 수 있는 영역이 아닌 누구나 쉽게 개발할 수 있도록 해주는 환경으로 인기를 받고 있다. 이에 따라 Unity 엔진을 이용하여 퍼즐 게임과 타워 디펜스 장르를 합친 퍼즐디펜스로 복합장르를 적용한 게임을 개발하였다.

  • PDF

Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.147-155
    • /
    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.