• Title/Summary/Keyword: 게임 문화

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A Study on the Actual Condition of Abuse in PVP Game (PVP 게임에서 어뷰징 실태에 관한 연구)

  • Kim, Jae-Un;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.649-652
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    • 2020
  • 본 논문에서는 스타크래프트 게임이나 리그 오브 레전드 게임 등의 이용자끼리 실력을 겨루는 PVP 형태의 온라인 게임들에서 일어나는 어뷰징에 대해서 실태를 조사하고 이에 따른 개선 방안을 제시한다. 어뷰징에 관하여 알아보고 어뷰징이 게임과 일상에서 어떻게 작용하는지 설명하고 유저들이 어뷰징으로 인한 피해를 입는 사례를 조사하고 현재 개발사들의 조치 방안 및 유저 커뮤니티의 의견 등을 통해 실태에 대해 내용을 제시한다. 결론으로 조사한 자료를 바탕으로 어떻게 하면 어뷰징을 좀 더 방지할 수 있는지에 대한 개선 방안을 제시하고 게임 운영 차원에서 어떤 방식으로 지원해야 하는지를 제시한다.

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A Study on the Success Factors of Mobile Game Using Original IP (원작IP를 활용한 모바일 게임의 성공 요인에 관한 연구)

  • Choi, Gyu-Ri;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.213-216
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    • 2020
  • 모바일 게임의 시장에서 기존 PC 게임, 애니메이션, 웹툰 등 원작 IP를 활용한 게임들이 늘고 있다. 원작 IP를 활용하면서 기존 팬들과 대중들의 관심을 받을 수 있지만 모든 게임이 성공하지는 못하고 있다. 본 논문에서는 원작 IP를 기반으로 성공한 게임들의 특징을 살펴보고 성공요소에 대한 공통점을 분석한다. 본 논문에서 제시한 성공 요소는 원작 IP를 기반으로 게임을 개발할 때 고려할 요소로 활용할 수 있을 것이다.

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A Study on the Decline of Users of PC MMORPG Games (국내 PC MMORPG 게임의 이용자 감소 현상에 대한 연구)

  • Joon Yun;Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.151-154
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    • 2023
  • 국내 PC MMORPG 게임은 지난 약 20년간 많은 사람들에게 인기를 끌었으며, 한때 국내 게임 업계의 주요 성장 엔진이었다. 그러나 최근 몇 년간 여러 가지 원인들로 인해서 국내 PC MMORPG 게임의 유저 수는 감소하는 경향을 보이고 있다. 본 논문에서는 국내 PC MMORPG 게임의 유저 감소의 원인을 분석하고, 국내 PC MMORPG 게임의 재활성화에 방안을 제시하고자 한다.

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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Creative and Cultural Free Korean Translation in the Game 'Hearthstone' (게임 '하스스톤'의 창조적·문화적인 한국어 의역에 대하여)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.163-182
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    • 2020
  • In this research we attempt to observe the creative and cultural liberal translation for 'Hearthstone'. Also we examine the reaction of the game players when they face the translated expressions. At first, we consider the free translation methods. Then, we contemplate how the translating skills are employed. Next, the response of the game users is weighed through the questionnaires survey. Based on the results the players prefer the closeness between the original and the altered text. Otherwise, they tend to grant the freely translated terms without finding the proper terms.

A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Study on the Causes of User Leave in Online and Mobile Games (온라인과 모바일 게임에서 유저의 이탈 원인 연구)

  • Choi, Sol-Yee;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.195-197
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    • 2022
  • 일반적으로 게임에서는 유저의 과금이나 광고 시청 등으로 수익을 내기 때문에 게임을 플레이 하는 유저의 수는 곧 그 게임의 수익으로 이어진다. 그러므로 신규 유저의 유입뿐만 아니라 기존 유저의 이탈을 막는 것 또한 매우 중요하다. 유저의 이탈은 짧은 기간 동안 게임을 플레이 한 유저인지 아니면 매우 오래 플레이하고 과금까지 하던 충성고객인지를 가리지 않고 일어난다. 본 논문은 설문을 통해 온라인과 모바일 게임에서 유저의 이탈 경험과 이탈 원인에 대해서 조사하고 이에 따른 유저의 이탈 예방과 개선 방안을 제시한다.

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A Study on the Characteristics of Game Space from a Place-Based Perspective (게임 공간의 장소적 특성 연구)

  • Jung, Naun;Lee, Seungje;Lee, Byungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.67-82
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    • 2019
  • Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.