• Title/Summary/Keyword: 모바일 게임개발

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A Study on the Usage Pattern of Auto System and User Recognition in Mobile RPG Game (모바일 RPG 게임에서 오토 시스템 활용 형태와 사용자 인식에 관한 연구)

  • Heo, Chang-Dae;Lee, Jyu-Ri;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.75-78
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    • 2019
  • 본 논문에서는 최근 모바일 RPG 시장의 판도에 영향을 끼치는 매크로(이하 오토 시스템)의 성공 요인과 그 환경적 배경을 연구하여 새로운 게임 경향을 파악하고 그 종류를 크게 3가지로 분류하여 게임의 수익적 관점에서 분석하고자 한다. 또한 그에 따른 유저들의 인식 현황과 플레이 형태를 연구하고 올바른 오토 시스템의 적용 모델과 나아가 바람직한 게임 개발에 대한 방향을 제시한다.

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'Animal Ground', Familiar UX and a New Game (친숙한 UX, 새로운 게임 '애니멀 그라운드')

  • Ahn, You Jung;Kim, Ji Sim;Kim, Kyong Ah;Jang, Jae Hun;Park, Chi Su;Son, Hui Su;Ko, Yun Su
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.259-260
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    • 2020
  • 모바일 게임 시장 규모가 커짐에 따라 RPG, 보드게임 등 다양한 종류의 모바일 게임이 출시되고 있다. 그 중 보드게임의 경우 대부분이 과도한 과금 요소, 지나치게 운에 따라 승패가 결정되어 이에 불만을 가지는 사용자들이 많다. 본 논문에서는 기존 보드게임의 형식을 탈피해 새로운 보드게임 형식을 제공하고, 운적인 요소와 과금 요소를 최소화하여 전략을 통해 승패를 가르는 모바일 기반 게임 애플리케이션을 개발하였다. 또한 보드게임에 레이싱 요소를 결합함으로써 턴 방식이 아닌 실시간 방식으로 게임을 운영하고, 게임의 긴박감을 증가시켜 색다른 경험과 재미를 제공한다.

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Development of Mobile Shooting Game (모바일 슈팅 게임 제작 방법)

  • Han, JaeKwon;Nam, WooHyun;Park, JongHun;Duan, XiaoYun;An, Sung-Ohk;Kim, SooKyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.47-48
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    • 2016
  • 전 세계 게임 시장을 분석해 보면 온라인 및 PC게임 시장 보다 모바일 게임 시장이 크게 성장하고 있는 추세이다. 본 논문에서는 기존 슈팅게임에 색다른 재미인 탄환 흡수 및 특수 스킬 기능을 추가하여 구현한다. 장소의 제약을 덜 받는 원 핸드 플레이 게임을 구현하고, 캐릭터의 터치를 쉽게 조작할 수 있도록 하며, 몰입도를 위한 화려한 탄막들을 설계하고 개발한 것이 특징이다.

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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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The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • v.6 no.4
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    • pp.82-92
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    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.

Technology, Game Production, Game Developers: Understanding Gameswork in South Korea (테크놀로지, 생산 환경, 생산자의 관계 짓기 : 국내 게임 생산의 장의 이해)

  • Jin, Yae-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.121-134
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    • 2019
  • This article examines technological innovation's impact on the game production field and on the developers' subjectivity and labor. It focuses on the appearance of the new stage of digitalization via mobile devices during the period when the leading sector of game industry rapidly shifted to Mobile games. Though the in-depth interview with the game developers, this article explores the changes in organizational and management approaches and in the developers' experience and perception of their labor. Given the serious shortage of the related literature, I believe this analysis could provide a new perspective in understanding the gameswork of specific time and location.

Ambient Occlusion Rendering Technique in the Mobile Platform utilizing Lookup Table (Lookup Table을 활용한 Mobile Platform에서의 Ambient Occlusion 렌더링 기법)

  • Park, Ju-Sang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.851-854
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    • 2015
  • 게임, 영화, 애니메이션 분야에 이르기까지 3D 렌더링 기술은 많은 분야에 걸쳐 활용되고 있으며, 이러한 3D 렌더링 기술의 발전으로 현실감있는 표현이 점차 가능해지고 있다. 영화나 애니메이션이 많은 시간과 비용을 들여 고품질의 영상을 만들어 내는 반면에, 게임은 실시간으로 고품질의 영상을 만들어 내며, 이를 위해서는 많은 연산을 필요로 한다. 그래서 게임에 고품질의 렌더링 기술을 적용하기 위해서는 상당히 높은 성능의 하드웨어를 필요로 하며, 현재 점차 높은 성능의 하드웨어가 개발되고 보급되기 시작하면서, 게임에 실시간으로 적용 가능한 다양한 렌더링 기술이 개발되고 있는 상황이다. 하지만 이것은 PC 플랫폼만 국한된 상황이며, 모바일 기기가 가지는 성능상의 제약으로 인해서 모바일 기기에 이러한 PC 플랫폼 기반에서 적용되는 3D 렌더링 기술을 적용하기란 여간 힘든 일이 아닐 수 없다. 본 논문에서는 3D 렌더링 기술 중에 하나인 Ambient Occlusion 기법을, 모바일 디바이스가 제공하는 하드웨어적인 한계를 극복하고 보다 향상된 렌더링 속도로 기존 PC 환경과 유사한 효과를 표현하기 위한 렌더링 기법을 제안하고자 한다.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.