• Title/Summary/Keyword: 콘솔 게임

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Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

Study of Hero-storytelling Model in Console Games (게임에서의 '영웅 스토리텔링' 모델화 연구)

  • Choi Young-Mee;Bae Ju-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.109-116
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    • 2006
  • This study is to present 'game-storytelling' is based on 'hero-storytelling' and to transform the basic pattern which is extracted from 'heroic-storytelling' so that it can be applied to 'game-storytelling'. 'Game-storytelling' has the similar foundation as 'heroic storytelling'. It begins with an extraordinary birth, introduction to the strange world, exploration, adventure, birth of a hero and finally return of a hero. The most distinctive feature of stages is the conquest of outer and internal limitation. Each stage goes through the process of compensation and outer, internal acknowledgements. These processes are the structural core of game storytelling. Generally, stage 1 to 5 includes background stories, stage 6 to 9 are the progress of game, and stage 10 to 12 are the transformation of game with rules and genre.

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The Impact of Users' Congruity and Emotion on Intention to Game Use (사용자의 일치성과 감정이 게임이용에 미치는 영향)

  • Byeon, Hyeonsu;Yim, Myeong-Sung
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.89-98
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    • 2014
  • This study was accomplished to examine the relationship between the videogame player's perceived congruity and intention to game use, and to investigate the mediating effect of emotion as the psychological factor. Games for the research subject are confined to single player games on console or PC not online or mobile games to rule out human interaction. The results proposed that self and functional congruity have positive impact on intention to game use, and emotion is in the mediating effect of these relationships. Based on the results of the analysis, game producers have some implications for the game which is appropriate for the quality, the gamer's image, and the emotional aspect.

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 Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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Analysis of the Meaning of through the Application of Semiontics (기호학 적용을 통한 의 의미 분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.15-24
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    • 2014
  • Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game (2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret . The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is, tells a story of the main characters that used to lead a non-subject life earning lives of their own.

Implementation of Arduino Air Mouse for Sniper Simulator Game (저격 시뮬레이터 게임을 위한 아두이노 에어 마우스 구현)

  • Jang, Myeong-Soo;Sim, Young-Hoon;Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.2
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    • pp.61-66
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    • 2016
  • With the recent introduction of HMD devices, there is a growing interest in simulator games that are difficult to experience directly like a FPS, racing game. However, because these gaming require a large volume consol and a additive user manipulating devices for the more reality experience, most of these games are very expensive. Therefore, we propose the Arduino Air Mouse for a sniper simulator game, which maximizes realism and can be enjoyed with small volume and low cost devices. The implemented Arduino Air Mouse uses an acceleration sensor and gyro sensor. Specially, after this device was tested in the a sniper simulator game that is applied the ballistics in the Unity3D environment, the implemented game showed more reality.