• Title/Summary/Keyword: 생존 게임

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Joint Analysis of Combat Power and Communication System via Interoperation of War Game Simulator with Communication Network Simulator (워게임 모델과 통신 모델의 연동을 통한 전투력 및 통신시스템 요구 성능의 상호 분석)

  • Kim, Tag Gon;Kim, Deok Su;Sung, Changho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.993-1003
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    • 2012
  • This paper presents a method for joint analysis of combat power and communication system performance via interoperation of a war game simulator and a communication network simulator using HLA/RTI. Effectiveness analysis of combat power has been performed by war game simulation with consideration of communication effects simulated by the network simulator. Performance analysis of a communication system has been performed by network simulation with computer forces generated by the war game simulator. Survivability of the red force and transmission power of a tactical FM radio for the blue force have been measured for the joint analysis.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

유통이 희망이다 - "과거는 잊고 우리 업종에 맞는 경쟁력을 갖추어라"

  • 한국자동판매기공업협회
    • Vending industry
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    • v.11 no.1
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    • pp.44-48
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    • 2012
  • 자판기 유통의 화려한 과거는 전설이 되어 버렸다. 기계판매 및 운영시장이 부진을 면치 못하는 현실에서 "아 옛날이여~"만 부르짖으면 무슨 소용이 있겠는가? 과거는 잊고 열악한 시장에 맞는 경쟁력을 갖추는 게 중요하다. 여기 시장 변화에 맞는 발 빠른 변신으로 유통업의 생존 모델을 제시하는 업체가 있다. 경기가 특히 안 좋은 전라도 시장, 그 속에서도 굳건히 유통업의 비전을 제시하는 서부자판기를 전격 탐방했다.

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DC기업실적분석

  • Yang, Gi-Seok
    • Digital Contents
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    • no.5 s.156
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    • pp.32-37
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    • 2006
  • DC기업들의 2005년 실적은 양극화로 요약할 수 있다. 일부 업체들은 자사의 실적에 '사상 최대'라는 수식어를 붙일 만큼 흡족한 성과를 올린 반면 또 다른 업체들은 생존 자체를 전전긍긍해야 하는 처지가 되기도 했다. 시장 전반적으로포털업체들의 주도현상이 지속되고 있는 가운데 온라인게임업계는 지각변동이 감지되기도 했다. 업체간 편차가 늘어난 2005년 주요 DC업체들의 실적을 분석했다.

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기술거래와 M&A-IT업계, M&A로 살길 찾는다

  • Park, Yeong-Tae
    • Venture DIGEST
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    • s.21
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    • pp.9-9
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    • 2003
  • 국내 IT업계에 인수합병(M&A)의 파고가 거세다. 경기불황에 따른 자본시장 위축에도 불구, 최근 들어 굵직굵직한 M&A가 잇따라 성사되고 있다. 소문으로만 그쳤던 지난해까지와는 사뭇 다른 양상이다. 그동안 머니게임식 투기 성격이 짙었던 M&A가 IT업계의 생존전략으로 빠르게 확산되면 활력소로 작용하고 있다.

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The Basic Study for Expanding the CSR Awareness of Online Game Development Company (온라인게임 개발 기업에의 CSR 인식확대를 위한 기초연구)

  • Kim, Chan-Mo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.9
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    • pp.189-194
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    • 2009
  • CSR(Corporate Social Responsibility), as company's survival strategy, recently has an increasing importance in the world and becomes a global trend as a requisite of improving national competitiveness. That is because advanced countries hurry to standardize the CSR so that it can give systematic complementary methods to the right and reverse function due to many emerging multinational corporations and trade increase between nations. This study is the basic study to expand the CSR awareness of online game development company resulting from this problem. Yet the CSR-related discussions in Korea is still in its infancy even in the general companies. But online game industry has overseas export possibility, especially high profit in another country. The complete preparation is the key to the rise and fall of online game, furthermore related companies.

Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.303-306
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    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

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A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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The successful advance strategy through chinese online game market pertinent data analysis (중국 온라인게임시장 관련 자료 분석을 통한 '성공적인 진출 전략'에 관한 연굴)

  • Lee, Ji-Won;Seo, Mi-Ra;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.41-49
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    • 2004
  • Domestic On-line game market becomes keen competition gradually. So, work which advance into the new market is very important work which it takes future of Korean on-line industry. Recently, Chinese on-line game population is soaring by development of on-line infrastructure and elevation of the Intern et speed. Also, growth of China economy improved purchasing power. So, international market is desiring China market. Because China on-line game market has High potential energy, no one is opposed to truth that China market's advance gives opportunity of great success. So, this China market's charm advanced many domestic companies to China market. Also, many domestic companies are preparing for China advance. However, we did not understand perfectly circumstance of China market, and advanced impatiently without thorough preparation. So, occasion that the latest domestic companies fail greatly is increasing. Finally, we can know that China market's advance is difficulty. Therefore, we must analyze circumstance of China game market systematically, and do thoroughpreparation and preparatory audit that is enough with wider visual field. So, we must think investment about the future more than that think in a short time profit.

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Successful Win-Win Requirements Negotiation Method using Game Theoretic Approach (게임 이론적 접근을 통한 효과적인 윈윈 요구사항 협상 기법)

  • Lee, Kwan Hong;Lee, Seok-Won
    • Journal of KIISE
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    • v.43 no.8
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    • pp.857-868
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    • 2016
  • With changing software industry structure, the emerging concept called Software Ecosystems (SECO) has various challenges that software engineers have to overcome. In market-driven software product development, they should have the capability to offer high value products to their own business and their customers in order to being competitive. Each stakeholder's perspectives and interests should be reconciled in terms of requirements so that engineers can offer high value products through requirements selection. Existing works have just mentioned the need of requirements negotiation between stakeholders without proposing detailed guidelines or practice. In this work, a systematic Requirements Negotiation process is proposed to resolve conflicts of interests of stakeholders in SECO. The interests of stakeholders are analyzed based on goal-based requirements engineering. The rationale of requirements conflict is structured for management. A stepwise requirements negotiation process aims at resolving requirements conflict by applying game theory concepts based on self-interested behaviors of stakeholders.