• Title/Summary/Keyword: Game Characters

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A Study on the Visual Elements of the Mobile Game Focused on Female Gamers (모바일 게임 <왕자영요>의 여성 게이머 중심의 시각적 요소에 관한 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.361-366
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    • 2019
  • First quarter of 2019, 'Honour Of Kings' continued to be rank No.1 in mobile game sales. Although 'Honour Of Kings' is a game preferred by male players, it has more than 100 million female players. It can have such a large number of female players, in addition to its simplified game operation, social function, there are also included changeable characters for women's preferences. So that the 'Honour Of Kings' allows many female players to take part in. In this paper, the author chooses a skin with high preference for female players among many game consumer goods as the research object. Analysing the design elements of female player' preferences. Female players are more emotional, their favorite game characters just reflect women's longing for beautiful things. It is pointed out that the female orientation of female consumers should be taken into account in the mobile game market, which indicates the direction of visual factors for future mobile game design.

Control of Intelligent Characters using Reinforcement Learning (강화학습을 이용한 지능형 게임캐릭터의 제어)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.91-97
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    • 2007
  • Game program had been classed by 3D or on-line game etc, and engine and game programming simply, But, game programmer's kind more classified new, Artifical Intelligence game programmer's role is important. This paper makes game character study and moved by intelligence using reinforcement learning algorithm. Fought with character enemy using developed game, Confirmed whether embodied game character is facile by intelligence, As result of an experiment, we know, studied character defends excellently than randomly moved character.

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Development of MMORPG User Simulation -with Application on Travia Online Game- (MMORPG 사용자 시뮬레이션 개발 -트라비아 온라인을 중심으로-)

  • Sohn Hyoung-Ryul;Roh Chang-Hyun
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.1-7
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    • 2005
  • Beta-test is a essential step to verify a online-game developing. Through beta-test, we can find out some problems related to game-balancing, game-play, user behaviors and so on. And the game developing can be modified to make up a weak-point. However, a beta-test in online game development is a very time consuming and heavy expense work. Therefore, in this study, the simulation model for growth-balancing and battle among characters was proposed in order to reduce the duration and cost for beta-test. And it was applied to Travia online game successfully.

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A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • v.7 no.3
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

A Study on A Proposal of Gaia Game Architecture With Ontology (온톨로지를 이용한 가이아 게임 아키텍처 제안에 관한 연구)

  • Yooun Ho-Chang;Jeon Hong-Jun;Oh Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.221-228
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    • 2005
  • As the development of game graphic technology, games include many characters and various virtual worlds. In this paper we proposed the architecture which can make efficient game world through ontology technology. We applied Gaia theory to this architecture. And this game world can have ecological feedback structure. So we proposed the Gaia game architecture which can increase the interaction between user and game world.

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The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Research on the Communication Effect of Intangible Cultural Heritage Cultural Symbols by the Game Character Design in 'King of Glory ' : Focused on the 'Guangdong Lion Dance' (<왕자영요>의 게임 캐릭터 디자인이 무형문화재 문화 기호에 미치는 파급효과에 대한 연구 -'광동 사자춤'을 중심으로-)

  • Gao, Kai;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.433-438
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    • 2021
  • The purpose of this paper is to express intangible cultural heritage through game character designs, and to inherit and spread intangible cultural heritage in a new way. This paper will analyze how the characters in the mobile game "King of Glory" creatively design the intangible cultural heritage "Guangdong Lion Dance". Extract the cultural symbols of intangible cultural heritage into the game character design, and spread the characters online and offline. Through the digital dissemination of "Guangdong Lion Dance" through the game "King of Glory", the relevant influence of intangible cultural heritage cultural symbol dissemination in current digital games is explored.

A Study on Technique of Fighting Game Producing and Game Algorithm (격투게임 제작 기법과 알고리즘에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.69-76
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    • 2002
  • This paper describes basic producing techniques of fighting game, collision detection between fighters, fighting skill, thinking routine and processing method of enemy characters, and algorithm structure of fighting game. Also, I studied as for algorithm of the template and strategy methods of design pattern class applied to a fighting game.

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