• Title/Summary/Keyword: Casual Game

Search Result 44, Processing Time 0.027 seconds

A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
    • /
    • v.15 no.5
    • /
    • pp.49-56
    • /
    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

Analysis of Korean Gamers' Preferences on Chinese Mobile Games (중국 모바일 게임의 한국 소비자 취향 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.22 no.7
    • /
    • pp.970-977
    • /
    • 2018
  • Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games' charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.241-252
    • /
    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.101-110
    • /
    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
    • /
    • v.56 no.2
    • /
    • pp.195-203
    • /
    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.25 no.5
    • /
    • pp.1123-1129
    • /
    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

The Analysis of Self-Mutilation in Adolescence Based on the Theory of Mentalization: From Sukhvinder in the Novel 'Casual Vacancy'

  • Oh, Mi Ae;Park, Chanmin;Lee, Yeon Jeong;Hong, Minha;Han, Ju Hee;Oh, Soo Hyun;Park, Jun Heon;Bahn, Geon Ho
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.30 no.3
    • /
    • pp.100-108
    • /
    • 2019
  • Objectives: Adolescence involves a number of developmental processes, as well as unique psychological characteristics and behaviors. An increased rate of internet and game addictions, school violence, and suicide may either represent aspects of adolescence or a psychopathological phenomenon. There is an urgent need to develop software programs that can prevent and resolve adolescent behavioral problems. We applied the mentalization theory to interpret and find solutions for problems faced by adolescent characters in literature. Methods: In Joan Rowling's novel "Casual Vacancy," Sukhvinder is a girl with problems representative of those encountered by modern adolescents; she is a victim of bullying and engages in self-mutilation. We targeted her problematic behaviors as representative of a prementalized state. Results: Born into an upper-class English family with Pakistani origins, Sukhvinder, unlike her siblings, fails her parents' expectations. Whenever she faces a psychological crisis, she regresses into the teleological mode (the most primitive pre-mentalization stage) and regains her sense of self by cutting herself. After her friend's suicide, however, she begins to communicate with her parents and moves toward mentalization. Conclusion: By analyzing Sukhvinder's behavior, we assessed patterns of attachment, empathy, and mentalization, and identified corrective approaches for problematic behaviors. We believe that the presented interpretation may serve as a foundation for the development of models for understanding adolescent deviant behaviors.

A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation (커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교)

  • Jung, Hee-Young;Jung, In-Hoo;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.37-44
    • /
    • 2016
  • The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

A Study on Promoting Optimism Utilizing a Communication Board Game - With a focus on college students (커뮤니케이션 보드 게임을 활용한 낙관성 증진에 관한 연구 대학생 집단을 중심으로)

  • Gim, Hye-Yeong;Ryu, Seol-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.117-122
    • /
    • 2017
  • This study verified the effects of promoting optimism by utilizing communication board games with university students. Since optimism is closely related to grade, self-efficacy, a sense of achievement, the importance of enhancing optimism was emphasized. This study seeks to investigate practical measures that can promote optimism utilizing games in a more casual environment based on the research of Seligman(1990), which claimed that the optimism can be learned regardless of temperaments. In Study1, the level of optimism increased from M=-4.7(t1) to M=12.8 in t2(p<.001). In Study2, a control group(n=22) was added with the experiment group(n=21). The level of optimism increased from M=-2.4(t1) to M=11.5(t2) in the experiment group(p<.001), whereas there was no difference in the control group.

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
    • /
    • v.6 no.4
    • /
    • pp.82-92
    • /
    • 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.