• Title/Summary/Keyword: Digital Games

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Rehabilitation and Serious Games (재활치료와 기능성게임)

  • Kim, Hwangyong
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.69-73
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    • 2014
  • We pursue pleasure through game but also possibly get positive effects. The serious game is a game that achieves a certain goal by using the positive effects of games. This paper describes the serious game and rehabilitation. Also, it describes the types of medical serious games and actual development condition of serious games for rehabilitation, and suggest ways to inspire utilization of the serious games for rehabilitation.

An Architecture Analysis and Current Status of Games On Demand (주문형 게임 시스템의 구조 분석과 현황에 관한 연구)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.8 no.1
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    • pp.51-59
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    • 2007
  • In case of the service of the existing PC package game, the production cost and distribution cost is high, the illegal copies by Internet is widespread. To prevent, game production companies and distributors provide a GOD(Games On Demand) service that players download the game content by internet to play games. But, there is little research on current status of GOD service in the country. Therefore, in this paper, we define GOD service, analyse the structure of GOD service, describe domestic current status and research on the problem and solutions of GOD service. This paper gives useful information to companies providing GOD.

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Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

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 VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

A Study on the Alt-genre of Digital Game based on User Tags (사용자 태그를 통한 대안적 게임 장르의 가능성)

  • Ahn, Jin-Kyoung
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1443-1451
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    • 2018
  • The genre of digital games is not a fixed and invariable system, but a generative system of revisions and changes. The purpose of this study is to define a concept of alternative genre for digital games. The alternative genre of digital games should be presented in combinations of various genre elements and reflected the genre awareness of the user. In this context, user tags of the game transform the classical genre concept into a family resemblance based categorization and establish a user-driven bottom-up genre system. User tags as the form of alternative genre can spread the 'small' genre through multiplicity of genre elements and strengthen the communicative function of the genre.

A Study on Principles of Scene Design in Chinese Cartoon Games

  • Meng, Wei-Dong;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.324-327
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    • 2010
  • This article has briefed some important roles Scene Design plays in cartoon games (CG). Then it analyzes some fundamental principles of Scene Design in CG. It also discusses how to produce a suitable scene by centering on the theme and images in CG, and how to create appropriate ambience by making good use of Scene Design. Finally it introduces some frequently-used software for digital scene design.

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Analysis on Serious Games for Psychotherapy (정신 치료를 위한 기능성 게임 분석)

  • Lee, Myoun-Jae;Ko, Ki-Sook;Kim, Young-Eun
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.417-427
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    • 2011
  • Serious games combine game entertainment with original purpose in special fields(education, health, sport, military, public), Now, many serious games have been developing in this country, but main points on development factors in serious games have not been presented. In this paper, we analyze existing games which were developed for psychotherapy with essential factors of human-service game presented by Hy Resnick and Moshe Sherer, for developing serious games in psychotherapy field. And, we discuss development methods of psychotherapy game based on the analyzed factors. This paper shows theoretical bases in serious game for psychotherapy, provides guidelines for developers to produce a serious game in psychotherapy.