• Title/Summary/Keyword: Game Content

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Correlation Analysis between Game Bots and Churn using Access Record (Access Record를 활용한 게임 봇과 유저 이탈의 상관관계 분석)

  • Kim, Young Hwan;Yang, Seong Il;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.47-58
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    • 2018
  • Game bots distribute a large amount of goods or items used in a game, thereby lowering the value of game goods and items. Also, a large number of game bots hunt monsters and collect items, which hinders ordinary users from enjoying content normally. However, no research has been done on the type of user and the type of activity that the increase in bots specifically affects. Therefore, this study provides a practical implication to encourage users to use games by classifying types based on the game users' access data and analyzing the correlation with user departure due to the increase of bots.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.730-738
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    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Interrelation of Alert Feedback and Immersion on Mobile Contents (모바일 콘텐츠에서의 Alert피드백과 몰입의 상호관계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.61-68
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    • 2014
  • In the generalization of mobile content use, feedback is a kind of alert that affects content immersion. An alert leads to separation from the content currently being used to transfer to content that raises the alert. Immersive interference can be recognized as a problem in mobile contents use. In this paper, we propose a serious game for overcomes immersion. interference from feedback and the foundation for interrelation research between feedback and immersion. The proposed serious game has been designed to present three kinds of feedback, specifically positive, negative, and hybrid feedback, through social information about the user. We also conducted an experiment to examine the correlation between three kinds of feedback and immersion while consuming digital content. The result of the experiment showed that negative feedback leads to higher immersion than positive feedback.

A Study on subtitle synchronization calibration to enhance hearing-impaired persons' viewing convenience of e-sports contents or game streamer contents (청각장애인의 이스포츠 중계방송 및 게임 스트리머 콘텐츠 시청 편의성 증대를 위한 자막 동기화 보정 연구)

  • Shin, Dong-Hwan;Kim, Jeong-Soo;Kim, Chang-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.73-84
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    • 2019
  • This study is intended to suggest ways to improve the quality of the service of subtitles provided for the convenience of viewing for deaf people on e-sports broadcast content and game streamer content. Generally, subtitling files of broadcast content are manually written on air by stenographers, so a delay of 3 to 5 seconds is inevitable compared to the original content. Therefore, the present study proposed the formation of an automatic synchronization calibration system using speech recognition technology. In addition, a content application experiment using this system was conducted, and the final result confirmed that the time of synchronization error of subtitling data could be reduced to less than 1 second.

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games (디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 리플레이어빌리티의 향상 연구)

  • Nam, Seo-Hyun;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.3-18
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    • 2022
  • This study focuses on transtextuality of Easter egg and its effect on replayability. This paper categorizes Easter eggs of digital game into five types based on game elements, and applies Gerard Genette's transtextuality theory by analyzing function and meaning of Easter eggs based on quotation, allusion, and annotation of intertext and paratext. In conclusion, Easter eggs as transtext form game ritual by linking inside and outside of the game, as well as developers and players. Through this process, Easter egg enhances replayability of digital games by extending the narrative of the game.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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