• Title/Summary/Keyword: Design-game

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A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.33-44
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    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

Design and Implementation of Metadata Management System for Serious Game (기능성 게임을 위한 메타데이터 관리 시스템의 설계 및 구현)

  • Yoon, Sun-Jung;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.4
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    • pp.893-900
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    • 2010
  • One of the most interests is currently a field related with serious game. Also, the scale of serious game industry is rapid quantitative growth every year. For effective management of metadata of serious game is an important issue so that we propose design of integrated management system for effective management of metadata of serious game. The system provide a service based on internet. Users(general users, developers, experts and managers of metadata) of serious game who can carry out effectively works using proposed system such as new metadata information input, existing metadata information search, generated document files(HTML, XML, EXCEL, MS-WORD) as search results saving into their owns local computer system and so on.

A UI Authoring Tool User Needs Analysis through Mobile Game for Smart Devices (사용자 요구 분석을 통한 스마트폰 용 UI 저작도구의 제작)

  • Lee, Jun-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.5-18
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    • 2013
  • A smart phone has an error if we design games on it because smart phone should be able to have input and output simultaneously through the screen. Using the existing layout of the game as a base for research, the layout was divided to four categories that are information area, informational appearance area, operation area and inutility area. Given the research results, we developed an authoring tool to design games for smart phones. Moreover, we applied the authoring tool to develop games and effectively reduce the developing time.

Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

Traffic Analysis and Modeling for Network Games (네트워크 게임 트래픽 분석 및 모델링)

  • Park Hyo-Joo;Kim Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.635-648
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    • 2006
  • As the advances of Internet infra structure and the support of console and mobile for network games, the industry of online game has been growing rapidly, and the online game traffic in the Internet has been increasing steadily. For design and simulation of game network, the analysis of online game traffic have to be preceded. Therefore a number of papers have been proposed for the purpose of analyzing the traffic data of network games and providing the models. We make and use GameNet Analyzer as a dedicated tool for game traffic measurement and analysis in this paper. We measure the traffic of FPS Quake 3, RTS Starcraft and MMORPG World of Warcraft (WoW), and analyze the packet size, packet IAT(inter-arrival time), data rate and packet rate according to the number of players and in-game behaviors. We also present the traffic models using measured traffic data. These analysis and models of game traffic can be used for effective network simulation, performance evaluation of game network and the design of online games.

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Game design using Augmented Reality (증강현실 기술을 이용한 게임 제작 방법)

  • Jung, ChanWoo;Kim, TaeHyoung;Ryu, ChanWhan;Han, JaeKwon;Nam, WooHyun;Kim, SooKyun;An, Sung-Ohk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.45-46
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    • 2016
  • 본 논문은 증강현실(Augmented Reality)기술과 Unity 기능을 이용하여 간단한 게임을 만드는 방법에 대하여 소개한 논문이다. 증강현실은 가상 세계와 현실 세계를 유기적으로, 연동하고 이를 3차원으로 겹쳐 보여주는 기술을 말한다. 본 논문에서는 이러한 증강현실 기술을 이용하여 쉽게 캐주얼 아케이드 게임을 개발하는 방법에 대하여 소개한다.

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A Study on the Level Difficulty Design of Match 3 Puzzle Game (매치3 퍼즐 게임의 레벨 난이도 설계에 관한 연구)

  • Youm, Dong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.307-308
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    • 2019
  • 매치3 퍼즐 게임은 모바일 게임에서 많이 출시되고 있으며 많은 사람들이 즐기고 있는 장르이다. 또한 유사한 규칙과 형태를 가진 게임들이 지속적으로 출시 예정에 있다. 본 논문에서는 매치3 퍼즐 게임이 많은 레벨로 구성되어 있는 점에 비추어 매치3 퍼즐 게임의 레벨을 설계하는 방법에 대해서 후속 연구의 방향성을 제시한다.

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