• Title/Summary/Keyword: 아케이드

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현지르뽀-네크워크화 되는 일본 아케이드 게임

  • Korea Database Promotion Center
    • Digital Contents
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    • no.12 s.151
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    • pp.108-113
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    • 2005
  • 일본 JAMMA(Japan Amusement Machinery Manufacturers Association)의 발표에 따르면, 2005년 일본 아케이드게임의 전체 시장 규모는 <표1>과 같이 전년 대비 7.2% 감소한 1조7,498억엔을 기록, 3년 연속감소세를 나타나고 있다. 이처럼 아케이드게임 시장 규모가 급격히 감소하고 있는 가운데 오히려 크게 성장하고 있는 아케이드게임의 네트워크화에 대해서는 눈여겨 볼 필요가 있다.

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A Study on Types and Characteristics of Arcade Games from a Historical Perspective (역사적 관점으로 본 아케이드 게임의 유형 및 특징에 대한 연구)

  • Kum, Bo-Sang;Kim, Dong-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.149-158
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    • 2011
  • This study investigated the types and characteristics of arcade games that have marked the beginning of the game industry. Arcade game equipment have been largely evolved from 'mechanical arcade game equipment' to 'electro-mechanical arcade game equipment', and to 'video arcade game equipment' In these evolution processes, arcade games have had unique characteristics distinct from other game platforms. These characteristics included the properties of 'space' and 'time', 'original form of gameplay', 'simple interface' and 'performance feasibility.' The recent stagnation of arcade games was due to the fact that the characteristics of arcade games started to lose their unique characteristics since these were also spread to other platform of games.

A Study on the Promotion of Global Competitiveness of Korean Game Industry through Activation of Arcade Game business (아케이드 게임비즈니스의 활성화를 통한 한국 게임산업의 글로벌 경쟁력 증진 방안에 관한 연구)

  • Kim, Young-Wook;Jang, Young-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.289-295
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    • 2013
  • Arcade game up until early 2000 had been highly influential and profitable industry that occupied most of the market share for the Korean domestic game industry. However, extensive and yet tightened restrictions were imposed to the industry in 2006 due to the problems of speculative games such as winning rate manipulation, serious addictiveness, and etc. This resulted in damaging healthy arcade game business and eventually caused it seemingly impossible to comeback up until now. This study is to address the current arcade game industry in Korea along with the best practices in other countries to come up with propositions for the comeback of domestic arcade game industry and improvement of competitiveness. Ultimately it is to develop diversification and flexibility and to induce new business opportunities in the domestic arcade game industry by proposing the ways to convert the bad perception and introduction of functional games.

Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

A Study on the Shifting of Regulation Paradigm for Arcade Game (아케이드게임 규제 패러다임 전환에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.53-64
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    • 2012
  • This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.

A Study on the Electromagnetic Card System of Arcade Games within the Framework of Relieving Speculation (사행성 완화 관점에서 아케이드게임의 전자카드제에 관한 연구)

  • Park, Jong-Il;Kim, Dong-Hyun;Huh, Moon-Haeng
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.181-191
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    • 2011
  • This study establishes the theory of minimizing the Speculation occurring and creates the promotion of the domestic Arcade Game. The study analyzed the present Game Rating of speculation standard in this field and compared the domestic instances with international ones. The study therefore proposes that the domestic game industry should adopt the future model of electromagnetic-card that will lead to the basis of the industry that is not under the system at present. The new system will also verify the useful alternative that will enhance the domestic Arcade Game.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1469-1474
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    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.

Simulation Technology for Sports Arcade Games (스포츠 아케이드 게임 시뮬레이션 기술)

  • Baek, S.M.;Kim, J.S.;Kim, M.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.57-64
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    • 2011
  • 세계 아케이드 게임 시장은 전체 게임 산업에서 높은 비중을 차지하고 있으나 그에 비해 국내 시장이 차지하는 비율은 매우 작다. 따라서 국내 아케이드 게임 산업을 활성화시키기 위한 방안으로 최근 각광받고 있는 체감형 스포츠 게임을 주목할 필요가 있다. 그러나 체감형 스포츠 게임 제작에서 단순히 비주얼 효과 및 재미 요소만으로는 새로운 시장에서의 경쟁력이 부족하며, 이를 극복하기 위한 방법으로 사실감 있는 시뮬레이터로 발전하기 위한 기술들이 필요하다. 본 논문에서는 실감 및 체감형 스포츠 게임을 개발하기 위한 핵심 기술들의 동향을 분석하고자 한다.

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An Impact Analysis of Policy Change in the Game Industry -the Arcade Game Industry approach- (게임산업의 정책 변화에 따른 영향 분석 -아케이드게임 산업을 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.59-70
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    • 2013
  • The arcade game market is 2nd big market in the world following console game market. It is a driving force of growth for game industry but its Korean case was decreasing growth of game industry by various kinds of factors. Therefore, it is placed too much emphasis on online game industry and it lost industry growth power. The characteristics of arcade game are spatiality, expandability of device, rewardability, amusemenability. The importance of arcade game are development of new device and freedom of application it but it is restricted by prior deliberation and regulation of industry in korea. Many problems arise from classifying speculation device to arcade game and relaxation of regulation. In this paper, we analyze effectiveness from policy change in Arcade game industry, especially we focused on regulation policy. Also, we found problems and suggested alternatives by comparision on policy of foreign country.