• Title/Summary/Keyword: 네트워크 게임

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Design and Implementation of the Network Turn Game for API Using Behavioral Patterns (행위 패턴을 사용한 네트웨크 턴 게임 API 설계 및 구현)

  • 김종수;김태석;김성우
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.661-666
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    • 2004
  • 네트워크 게임 제작과 관련된 설계 기술은 기업의 보안 사항에 해당되므로 기술 공유가 어려운 실정이다. 인력과 시간이 많이 드는 네트워크 게임제작에서 기존에 작성된 코드를 재사용이 가능하도록 설계하는 것은 중요한 일인데, 코드의 재사용을 극대화하기 위해서 지금까지 사용되고 있는 여러 가지 디자인 패턴들을 사용하는 것은 소프트웨어 설계에 많은 도움을 준다. 본 논문에서는 네트워크 게임 서버에 로그온한 사용자가 차례를 기다려서 게임하는 턴게임 설계와 구현을 통해서, GoF(Gang of Four)가 제안한 행위 패턴들이 어떻게 적용될 수 있는지를 연구하고 자바언어를 이용한 네트워크 게임 개발에 사용될 수 있는 효율적인 API(Application Program Interface)를 제안한다.

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The Origin of K orean Online Game Industry : Networks of 'Butterflies' (한국 온라인 게임 산업의 기원 : '나비들'의 네트워크)

  • Nam, Young
    • Journal of Science and Technology Studies
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    • v.11 no.2
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    • pp.1-30
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    • 2011
  • This paper analyzes system builders and their human networks of the Korean online game industry. By the early 2000s, Korea became one of the major online gaming countries in the world. In this period, important factors included the existence of system builders and their solid human networks. The few innovators who assisted the breakthrough of the development of the online gaming industry formed a human network in universities and IT companies. They shared innovations in information and collectively learned the conventions of the industry. In their achievement, the human networks which had already fully formed in the late 1990s became more noticeable. This paper, with its historical approach, will complement the limits shown by existing researches that, in their effort to find the causes for the success of the Korean online game industry, focus rather narrowly on the conditions of the period during which online games were becoming popular.

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Design and Implementation of Dead Reckoning Algorithm for Network Game (네트워크 게임을 위한 데드 리커닝 알고리즘의 설계 및 구현)

  • Kim, Seong-Rak;Yun, Nam-Kyun;Koo, Yong-Wan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.8
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    • pp.2452-2462
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    • 2000
  • Network games can be regarded as a kind of group work to make target results through competition and cooperation. This paper summarizes the requirements for a group communication platform to support multi-user network games and describes the design and implementation principles of such a dead reckoning, This approach enhances the productivity of network game development by separating the development phase of a game from making it networked. Under the this paper, flexible enough to provide multimedia games networked by various forms of architectures.

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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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A study on the mobile game user's interaction using social network analysis (소셜네트워크 분석을 통한 모바일 게임 이용자들의 상호작용 연구)

  • Seok, Hwayoon;Yoo, Changsok;Joo, Yeajin;Ju, Jinyoung;Kwon, Hyoungjin;Yang, Seong-Il;Nam, Yoonjae
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.53-66
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    • 2021
  • This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key roles in the game users' network and tend to make a large sub-group for interacting among users. Third, it is suggested that the analysis of network structure among users can be a useful tool for monitoring which in-game events are effective and how they are mutually interconnected for collaboration.

User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.173-184
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    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

A Game System Design for Local Wireless Network using Zigbee Technology (지그비 기술을 이용한 근거리 무선 네트워크 게임 시스템 설계)

  • Kang, Sung-Kwan;Kim, Kwan-Woong;Kim, Hong-Ki;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.95-102
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    • 2011
  • At present, with the rise of smart-phone market supported the Wi-Fi, smart-phone based network content has propagated rapidly. But, network content service is difficult in feature phone and multimedia device not supporting the Wi-Fi or supporting only the bluetooth. This paper was used the zigbee technology supporting low power, low cost, availability, multi channel, broadcasting compared to the bluetooth or Wi-Fi. It will provide a variable network game development by utilizing the zigbee technology. Also, it is provide the development of variable mobile network contents using the zigbee.

Design of System using Smart-Card in Online Network Game (온라인 네트워크 게임에서의 스마트카드 활용 시스템 설계)

  • 권기달;김성찬;장인걸;신동규;신동일
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04b
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    • pp.538-540
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    • 2002
  • 본 논문에서는 온라인 네트워크 게임에서 스마트카드를 이용한 시스템을 설계하였다. 스마트카드를 이용하여 온라인 네트워크 게임에서 과금 체계, 시스템 유해 코드 차단 및 개인 온라인 네트워크 게임 사용자의 정보 보호를 위해 기존의 서버-클라이언트 상의 소프트웨어의 설치와 사용자들이 신뢰할 수 없는 과금 체계가 아닌 하드웨어적인 접근을 통하여 보안적으로 좀더 견고하고 안정적인 시스템을 구축한 수 있도록 하였다

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Study on SNG Business Model based on Social Commerce - In the Case of Developing Games(Tour City) (소셜커머스에 기반한 SNG 비즈니스 모델에 관한 연구 -개발게임(Tour City)사례를 중심으로)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Lee, Wan-Bok;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.457-463
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    • 2012
  • Social network game (SNG) literally is a game based on the relationship between social network or Relationships with people is an important element in the game you need to make full use of them is that you can smooth progress. The form of a social network game activities in the social network game applications by linking corporate products and can be induced to purchase marketing and advertising through in-game social network game on the company's Web site or by connecting the mall and shop are also available. In this study, SNG business models, Case For game development, social commerce based on the new proposed future revenue model linking scheme is proposed.

A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.