• Title/Summary/Keyword: 게임 평가

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The Proposal of Quality Evaluation Element Developing Method for Serious Game Metadata (기능성게임 메타데이터 품질평가요소 개발방법 제안)

  • Park, Hee-Sook;Yoon, Seon-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.245-248
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    • 2012
  • Called G-learning the domestic history of the serious game is only a mere 10-odd years or so but in recent years, due to the increased interest of users and industry for the serious game and serious games industry has been the continued growth of large quantity. Current the various types of serious games have been developed and the demand for serious games is increasing rapidly. Therefore that is becoming an important issue the problem of including a quality evaluation elements into serious game metadata to make the right choice of users for the high-quality serious games. In this paper, we recognize deeply the need for quality evaluation element development for serious game and we propose a method and a process for developing the quality evaluation elements of serious game. Also, we develop a draft of the quality evaluation elements for serious game using proposed method.

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Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

Network Game based Cardiology Learning-Evaluation System (네트워크 게임을 이용한 심장학 학습평가 시스템의 개발)

  • 남상아;최수미;배소영;김명희
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.219-221
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    • 1998
  • 네트워크 게임은 동시에 많은 참여자가 함께 게임에 참가하여 서로간의 상호작용을 통해 게임을 진행하는 새로운 방식으로, 내용이 어려운 전문교육에 네트워크 게임이 갖는 이와 같은 특징을 접목시킴으로써 학습자의 흥미를 유발시키고 교육효과를 높일 수 있다. 본 논문에서는 의학전문분야 중 심장학에 대해 게임과 교육을 결합시킨 에듀테인먼트 시스템 Cardio.NT를 개발하였다. 개발 시스템은 다중 사용자가 함께 게임에 참여하여 심장학 문제풀이를 통해 얻어지는 점수를 상호 공유하도록 함으로써 객관적이며 상대적인 학습평가를 제공한다.

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Analysis of production capability by age in accordance with the function implementation of Game content (게임 콘텐츠의 기능 구현에 따른 연령별 제작 능력 분석)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.55-64
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    • 2016
  • Recently, the game industry has been developed in a large scale, and online games and mobile games place significant weight on the game industry. This study demonstrated the results of their content production capability by age those who are randomly selected participants into three groups of elementary school, middle school, and university students to get game content production capability from them. To evaluate content production capability, a short-term training was conducted for elementary school and middle school students, and they produced contents with a little low level of completeness. University students had a long-term training several times more than that of elementary school and middle school students, and they produced contents with a higher level of completeness. This study employed evaluation methods with evaluation criteria of the same number of persons and items. Evaluation scores of 80.5 for elementary school students, 88.3 for middle school students, and 78.3 for university students were demonstrated on the basis of a maximum scale of 100 points. Thus, it is said that if a systemic professional training is performed for them to develop game potentiality from the stage of middle school students, it is possible to raise professional personnel for game content production at an early stage and highly contribute to Nation's Competitiveness.

Performance Evaluation of IOCP Game Server and Game Variable Obfuscation Program (IOCP 게임 서버 및 게임 변수 난독화 프로그램 성능 평가)

  • Cha, Eun-Sang;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.71-82
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    • 2019
  • This paper analyzes performance difference between Unreal Engine's built-in network solution and IOCP server. To do this, we developed IOCP server and 3D game with Unreal Engine 4. Also we considered the game variable obfuscation program to prevent the modification of the memory of the code-modulated game hacking program. This paper used SCUE4 Anti-Cheat Solution, which is Unreal Engine's solution, to study preventing memory modification and to analyze performance trade-offs.

Korea Government Policy Evaluation on Game Industry - Focused on Industrial Policies on Game Regulation and Promotion by the Ministry of Culture, Sports and Tourism, Korea (정부의 게임산업 정책 효과에 대한 평가 분석 - 문화체육관광부의 게임 규제와 진흥정책을 중심으로-)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.15-24
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    • 2019
  • Game industry, which has grown without government promotion policies, has been affected by the government's various industrial and social policies. Through the survey of experts from academics, media and industry on game industry, the paper attempted to evaluate and analyze the policies by the ministry of culture, tourism and sports, in charge of game industry. Result using SPSS showed that the scores on all the factors were low, especially 'policy on game image improvement ' is the lowest to 1.97. ANOVA test showed no difference except 'industrial ecosystem recovery' and 'human resources development'.

Fun Factors by Game Genre (게임의 장르별 재미 요소)

  • Park, Chan-Il;Yang, Hae-Seung;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.20-29
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    • 2007
  • The ultimate purpose of producing game is to make successful sale as making players to be fun. We have to identify fun factors of game and analyze player activities more detail to make fun game. In this paper, we compare game fun factors and select the most detailed one of them and then computed weight factors with AHP method. Based on survey of game players of the selected fun factors, we quantified satisfaction of game fun factors. The result of this paper can be used for assessment of game fun satisfaction and establish game development strategy to implement fun factors according to game genre.

Reliability Effect Analysis for Game Software Verification and Validation (게임 소프트웨어의 확인 및 검증에 대한 신뢰도 영향 분석)

  • Son, Han-Seong;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.53-60
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    • 2011
  • Since the importance of software reliability for game service increases continuously, the reliability evaluation becomes very important. This research performed an experiment which was intended to analyze the effect of software verification and validation, a representative activity of the software development process, on the software reliability. The results from the experiments provided the reliability evaluation based on the development process (e.g., Bayesian Belief Network based reliability estimation) with very useful bases.

VR 규제의 현황과 개선 방향 - VR 콘텐츠 규제를 중심으로 -

  • Lee, Seung-Min
    • Broadcasting and Media Magazine
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    • v.24 no.3
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    • pp.100-113
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    • 2019
  • VR 기술 및 활용에 대한 다양한 연구와 장밋빛 전망에도 불구하고, 현재 우리 법 제도는 VR 산업 활성화의 걸림돌이 되는 규제들을 완전히 제거하지 못한 상태이다. 특히, 의료 및 게임 분야에서 VR 콘텐츠의 특수성을 고려한 맞춤형 규제설계가 필요하다. 먼저, 현행 규제상 의료용 VR 콘텐츠 및 소프트웨어는 의료기기 수입 제조허가와 신의료기술평가를 모두 거쳐야 하는데, 특히 신의료기술평가의 경우에는 의료용 VR 콘텐츠 및 소프트웨어에 대한 대비가 충분하지 않아 이의 활용에 상당한 장애가 될 수 있다. 그러므로 정부가 가이드라인 등 적절한 해석기준을 통해 의료기기의 범위를 불필요하게 확대하지 않도록 하고, 아울러 신의료기술평가에 있어 '선 진입, 후 평가' 제도를 활용할 수 있도록 개선이 요구된다. 다음으로, 게임의 경우에는 현행 게임산업법상 게임물의 정의가 너무 광범위하여 양방향성이 있는 VR 콘텐츠들이 게임물로 분류되어 불필요한 규제를 받을 가능성이 있으며, 여기에 더하여 최근 세계보건기구에서 '게임 이용 장애'를 국제질병분류에 포함시킴으로써 추가 규제에 대한 우려까지 더해지고 있다. 이러한 문제점을 해결하기 위해서는 법제처가 최근 발표한 "적극행정 법제 가이드라인"의 취지에 맞게 정부가 게임물 규제의 범위를 적극적으로 축소 해석하거나, 이러한 규제의 예외를 정하는 고시 또는 가이드라인을 제정할 필요가 있다. 또한, 현재 시행 중인 'ICT 규제 샌드박스' 제도를 잘 활용하고, 이와 별도로 국제질병분류의 국내 수용에 대해서도 보다 신중하게 접근할 필요가 있을 것이다.

A Study on Online Game Testing Process with Users Participating in the Process (사용자 참여 기반의 온라인 게임 평가 프로세스 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.11-20
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    • 2009
  • When an online game is considered as a commercial product, now an online game should arouse the consumer's purchase desires as a service item. Most of all, the contents of an online game are important, but, on the other hand, beyond the online game services, it is also important to improve the accessibility of online games, which are developed through the specific testing processes. That is, it is necessary to develop comprehensive and systematic game testing processes considering even the aspects of the usability of the online games on the basis of the qualitative and measureable game tests. Therefore, this study is intended to suggest the proper scopes of the online game testing processes in a view that an online game is a commercial product.

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