• Title/Summary/Keyword: Console Game

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Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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A Study of Relationships among Situation Awareness, Presence, and Performance on a Handheld Game Console (휴대용 게임기에서 수행도에 영향을 미치는 상황인식과 현실감의 상관관계 연구)

  • Jung, Doo-Ho;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.2
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    • pp.39-47
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    • 2008
  • This research was conducted to explore relationships among situation awareness, presence, and performance on a handheld game console. Situation Awareness was measured by SAGAT (Situation Awareness Global Assessment Technique) while presence was measured by PQ (Presence Questionnaire) version 3.0. The performance was measured by the number of aircraft shot down during the flight simulator game. The results show that both situation awareness and presence were positively significantly correlated with performance. In order to investigate the effect of performance level, subjects were divided into two significantly different groups: low and high performance groups. In the low performance group, both situation awareness and presence showed a significantly positive correlation with performance. The correlation between presence and situation awareness also showed a positively significant correlation. However, in the high performance group, there were no significant correlations among them. In conclusion, different performance levels could be said to be an important factor in the study of situation awareness and presence. Furthermore, this study also proved that the domain of research on situation awareness and presence was extended to small displays such as the handheld game console.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

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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Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.

A Study on the Effects of Storytelling on Digital Game Development (스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

Development of a Racing Game for Mobile Robots using Multiple Smartphones (다중 스마트폰을 이용한 이동로봇 대상의 레이싱게임 구현)

  • Jung, Hahmin;Kim, Dong Hun
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.10
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    • pp.861-866
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    • 2013
  • This paper presents the development of a racing game by controlling multiple smartphones based on ad hoc communication. The proposed racing game by the smartphone-based control interface does not require any specific game console or remote controller. Thus, any multiple users who have smartphones are able to play the game in a monitor at the same time. In addition, the developed game is applicable to actual mobile robots in cases where the positions of all robots are measured, since its game unit is a mobile robot model with a differential drive. An experimental result shows that the racing game in a PC can be realized by the proposed communication interface through four iPhones based on acceleration sensors.

Future Direction of Mobile Game Market according to the Advance of Mobile Device Capability (모바일 기기 발전에 따른 모바일 게임 시장의 발전 방향)

  • Jeong, Kyu-Man
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.495-501
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    • 2010
  • The main stream of existing game market was console and PC-based games. In these days mobile game industry extends its boundary according to the advance of mobile device capability. Especially, smart phones, known as computers in hands, accelerate the expansion of mobile game market. This paper analyzes the characteristics and the current status of mobile game market. Based on this analysis, future directions for mobile game market are given.

A Study on Common Module Modeling Method of Game Software based on DirectX/C++ (DirectX/C++ 기반 게임 소프트웨어의 공통 모듈 모형화 기법에 관한 연구)

  • Byun, Jung-Won;Rhew, Sung-Yul
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.95-104
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    • 2009
  • The windows games and the console games that use DirectX occupied 20% or more of world game market and that are developed by C++ Language occupied 75% or more of the market. This study proposed that commonality and variability for code of the 20 projects based on DirectX and C++ is analysed and patternized, that common modules are created, and that modules are modeled. As a result of applying a case study, it is verified that the proposed model reduces effort in game development.

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