• Title/Summary/Keyword: GAME

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Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.

Family Function, Parent-Child Communication, and Family Satisfaction Influencing Game Use among Korean Adolescents (가족기능, 부모-자녀 의사소통, 가족만족도와 청소년의 게임사용간의 상관성)

  • Seo, Mi-A
    • Korean Journal of Health Education and Promotion
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    • v.28 no.1
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    • pp.37-47
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    • 2011
  • Objectives: The purpose of this study was to explore the influential factors of family function, parent-child communication, and family satisfaction on Korean adolescents game use. Methods: The participants were 940 adolescents in Seoul. A structured questionnaire was used to collect data. The study variables were family function, parent-child communication, family satisfaction, and game use. Results: Game use was different by gender, age, time to spend in game during weekdays and weekend. Game use had significant negative correlations with family cohesion, family adaptability, communication with father, communication with mother, and family satisfaction. Multiple regression analysis showed that 20.3% of the game use was explained by gender, communication with mother, hours of playing games during weekdays, family adaptability, and hours of playing games during weekend. Conclusions: These results suggest that being male and lack of communication with mother, low family adaptability, game hours during weekdays and weekend can be potential risk factors for excessive game use in the adolescents, which should by considered in developing a prevention program for excessive game use focused on family factors.

An Analysis of Perceptions of Teacher for Game-Based Learning (게임기반학습 활성화를 위한 교사의 인식 조사)

  • Park, Hyung-Sung;Park, Sung-Deok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.91-101
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    • 2010
  • The purpose of this study is to analyze the teacher's perception about educational use of a game as a supportive method for teaching and learning process in the educational context. The result will be used as a good index to spread the game-based learning in the future. We have derived the following results through the investigation. Firstly, teachers have some limitation to get the topics and contents for game-based learning curriculum. Secondly, they were frequently required to design and arrange their teaching process by the level of learner's ability in the game-based learning. Thirdly, public institution has to supply various information and guideline for teachers to use the game-based learning. Finally, they demand systematic approach and executive and financial support to encourage the game-based learning.

An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers" (닌텐도 "뉴 슈퍼마리오 브라더스"의 기호학적 분석 연구)

  • Jeong, So-Yun;Song, Mi-Sun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.3-12
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    • 2008
  • This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.

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Fun Factors by Game Genre (게임의 장르별 재미 요소)

  • Park, Chan-Il;Yang, Hae-Seung;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.20-29
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    • 2007
  • The ultimate purpose of producing game is to make successful sale as making players to be fun. We have to identify fun factors of game and analyze player activities more detail to make fun game. In this paper, we compare game fun factors and select the most detailed one of them and then computed weight factors with AHP method. Based on survey of game players of the selected fun factors, we quantified satisfaction of game fun factors. The result of this paper can be used for assessment of game fun satisfaction and establish game development strategy to implement fun factors according to game genre.

First-Person Shooter Game Development using Unreal Engine (언리얼 엔진을 통한 FPS 게임 개발)

  • Kim, Soo-Kyun;Kang, Heau-Jo;Sung, Kyung
    • Journal of Advanced Navigation Technology
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    • v.14 no.5
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    • pp.718-724
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    • 2010
  • The Unreal Engine is a free game engine developed by Epic Games. In this paper, we propose a First Person Shooter (FPS) game development using free Unreal Development Kit. The merit of Unreal engine provide a hight degree of portability, and it is a tool used by many game developers today, supporting a multitude of platforms on personal computers and many video game consoles with free toolkit. But it is required high-performance PC to develop game. This toolkit doe s not high-quality computer programming skill, just possible to develop FPS game easily.

Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM (MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석)

  • Roh, Tae-Woo;Park, Su-Jung;Lee, Sang-Gun
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.281-299
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    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments (유.무선 환경에서의 게임명령 히스토리 재전송 기법 기반 실시간 네트워크 게임 시스템)

  • Kim, Seong-Hoo;Kweon, Young-Do;Park, Kyoo-Seok
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.143-155
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    • 2006
  • In this paper, we suggest a network game system that can support video game based on multi-platform for multi-user video game, Latency occurring from the load fluctuation in realtime network game is overcomed by using an initial delay buffering scheme on client, when a real-fire game is played, and shows that stable play for a game is achieved as the result of the scheme. Also, We suggest a retransmission algorithm based on the history of game commands, and this Algorithm supplement shortcomings for packet loss and pocket error on UDP communication.

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The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game (모바일 아케이드 게임에서 몬스터 행동 패턴을 이용한 게임 최적화)

  • Kim, Young-Back;Chung, Kyung-Ho;Ahn, Kwang-Seon;Kim, Jae-Joon
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.103-114
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    • 2007
  • In an arcade game, the users can easily predict the monster's action because most of the game monster's action patterns are acted only in the predefined patterns, This paper attempts how to increase the player's satisfaction while making the unpredictable action patterns easily, This research defines and realizes the monster's action patterns through the FSM algorithm. In addition, this paper added the predictable factors of monsters in an action patterns of a game monster to optimize the game, On analyzing the result of game play, the game monster's action was evenly used in the whole playing map and the game monster showed that it operated without the recursion of certain action properly.

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A Study on the Shifting of Regulation Paradigm for Arcade Game (아케이드게임 규제 패러다임 전환에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.53-64
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    • 2012
  • This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.