• Title/Summary/Keyword: Game Contents

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Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.493-503
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    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.

The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness (게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1118-1130
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    • 2015
  • The current study explores a possible mechanism through which game users' integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users' life satisfaction. Both bonding and bridging social capital increased life satisfaction. The importance of perspectives as well as their implications for game users and further associated research is explored.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Object-oriented Concept Learning using Reverse-engineering Method Based on XNA Game Development Environment (XNA기반 게임 개발 환경에서 역공학 방법을 이용한 객체지향 개념 학습)

  • Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.45-54
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    • 2009
  • This paper proposes object-oriented learning method of using reverse-engineering based on game development environment. The game has advantages such as interest and enjoyment. Also, the reverse analysis of game help us understand the technique to be used in game. Through this process, we introduce learning method enabling us to actively understand object-oriented concept. Thus, the proposed method describes case learning based on XNA game development environment, and presents a scenario according to role of teacher and learner.

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Design and Implementation of an On-line RPG Game Content (온라인 RPG게임 컨텐츠의 설계 및 개발사례)

  • Lee Hun-Joo;Kim Hyun-Bin
    • Journal of Digital Contents Society
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    • v.4 no.2
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    • pp.223-231
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    • 2003
  • Game industry has been growing rapidly due to the development of computer and IT technologies. Especially, computer game is known as the core of multimedia and hi-tech entertainment. Recently, computer game has been evolving into 3D RPG and simulation types which give players more realism from the existing 2D RPG ones. In this paper, we design and implement a full 3D on-line RPG game content. The game supports simultaneous connections of multi-users on each game server.

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A Study on the Differences between Mobile Game Operation and Online Game Operation (모바일 게임과 온라인 게임 운영 차이에 관한 연구)

  • Choi, Yun-Seok;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.689-691
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    • 2020
  • 현재 국내 모바일 게임 시장은 발전을 거듭하여 게임산업 비중과 매출이 PC온라인 게임 시장을 추월했다. 이로 인해 모바일 게임 시장에 대한 중요성이 부각되었고, 모바일 게임을 운영하기 위한 수단도 중요해졌다. 본 논문에서는 네이버 카페를 통한 모바일 게임 운영의 장점과 단점을 분석하고, 별도의 홈페이지를 통해 모바일 게임 운영을 하고 있는 기업들을 분석한다. 본 논문에서 제시한 해결 방안은 앞으로의 모바일 게임 운영에 활용할 수 있을 것이다.

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Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

Development of Mobile Game Content through Interoperability between Wired and Wireless - Focused on Interoperability Types - (유무선 연동유형별 모바일게임 콘텐츠 개발)

  • Kim, Ki-Il;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.76-85
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    • 2007
  • The mobile content which adopts the subject matter of wired online game with interoperability element is in service. This is one of the plans which are the possibility of benefiting wired online game in game industry. In this paper, interoperability method of game content between wired and wireless classifies this with three branches and it tries to analyze the interrelationship of the interoperability element and interoperability types adopted in many wired online games. And, the development of interoperability server is composed of mobile server which takes charge of I/O process of mobile device and game server records all information of users in the game. With developing the content which is suitable in specific game(Ran-Online), this paper presents the development method of game content through interoperability between wired and wireless.

The Status of Paid and Free Star Chart Game Applications: Focus on Google Play in Korea

  • Nam, Sang-Zo
    • International Journal of Contents
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    • v.14 no.3
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    • pp.46-52
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    • 2018
  • The objective of this study was to determine the status of star chart game applications in the Google play store in Korea. The share of game genres in paid and free star charts of game applications was searched. Also, the average reviewer's rating, average number of reviews, and average age rating based on the genre of paid and free star charts of game applications, and the average price of paid applications based on genre were analyzed. Hypothesis tests for the differences in average reviewer's rating, average number of reviews, average age rating according to the genre of game applications were performed. Also, hypothesis tests for the differences in average reviewer's rating, average number of reviews, average age rating between the paid and free game applications along with the hypothesis test for the differences in price according to the genre of paid game applications were performed. Lastly, hypothesis tests for the correlation between the start chart ranking and number of reviews in association with the correlation between the start chart ranking and reviewer's rating were performed. Statistically significant differences in average reviewer's rating, average number of reviews, average age rating according to the genre of game applications, and between the paid and free game applications were verified. However, the correlation between the start chart ranking and number of reviews in association with the correlation between the start chart ranking and reviewer's rating were not statistically significant.

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.