• Title/Summary/Keyword: Game Contents

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A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A Study on the Success Strategies of Korean Women's Games (한국 여성향 게임의 성공 전략에 관한 연구)

  • Lee, Seong-Hyeon;Kim, Da-in;Ma, Jeong-Ah;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.63-66
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    • 2019
  • 국내 모바일 게임 시장에서 여성 유저가 차지하고 있는 비율 및 소비 규모는 점점 증가하고 있는 추세이다. 그러나 국내 게임 시장에는 이러한 여성 유저의 마음을 잡을 수 있는 게임의 폭이 좁을 뿐만 아니라 그에 대한 분석이 제대로 이루어지지 않고 있다. 본 논문에서는 국내 여성향 게임 시장의 확대 가능성이 있다는 가정 하에 한국보다 앞서 큰 시장을 이루고 있는 일본 여성향 게임의 특징을 분석하고 그를 토대로 한국 여성향 게임에 적용할 수 있는 성공 전략을 제시하고자 한다.

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A Study on Improvement of User Participation through User Created Game Contents (사용자 제작 게임 콘텐츠를 통한 사용자 참여를 높이는 방안에 관한 연구)

  • Kim, Tae-Hyung;Oh, Hwang-Seok
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.63-76
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    • 2017
  • This study presents the analysis results through the experiments how to increase the user participation via the user created game contents(UCGC) which user oneself can produce in a game. The experiment was carried out for whether the three elements of self-express desire, providing game money, and competitiveness can increase active participation in UCGC by using a mobile game called 'Color Pop'. Through this, we summarized the comparative results of the importance and influence for the three elements. It is expected that it will be used to improve understanding of UCGC users and plan or produce UCGC.

The Cultural Effect of Korean Characters and Stages described in Game Contents (게임콘텐츠에서 묘사된 한국 캐릭터·스테이지의 문화적 영향)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Hyangmi
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.83-92
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    • 2017
  • Game users can create cultural images about foreign countries from game contents what they play. Most fighting action games provide various game characters and game stages where the game characters come from. This study analyzes that Korean game characters and game stages of The King of Fighters (KOF) series, one of popular fighting action games. We find that KOF describes Korea negatively in the beginning KOF series but the negative descriptions of Korea were gradually weaken as newer KOF series were released.

A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • Journal of Digital Convergence
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    • v.4 no.2
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    • pp.87-96
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    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Based on the information and information system-related studies, our research proposes to show the relationships among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

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A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.409-417
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    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Base on the information and information system-related studies, our research proposes to show the relationship among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

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Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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A Development Case of 3D Game: Dream3D Prototype Game Contents (3차원 게임 개발 사례: Dream3D 시범 컨텐츠)

  • 이헌주;박태준;김현빈
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1431-1434
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    • 2003
  • Computer game has become the core part of multimedia and entertainment in our knowledge and information based society We are competitive in developing 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited funds and technologies. Game engines are very useful to develop high-quality 3D games. In this paper, we discuss game engines and development of contents, and also present a development case of 3D games using Dream3D.

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Ripple Effects of Electronic Games and Evolution of Electronic Game Platforms

  • Eun, Kwang-Ha
    • International Journal of Contents
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    • v.6 no.1
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    • pp.20-25
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    • 2010
  • This paper discusses an academic study on electronic games and their incredibly vast and rapid growth over the years. It specifically addresses the evolution of electronic games from the 1960s to today, the ripple effects of electronic games, and the development of electronic game platforms. In terms of scope, the study first describes the ripple effects of the emergence of electronic games in chronological order and from the "immersion" and "convergence" perspectives, and then explores the evolution of electronic game platforms such as arcade machines, video consoles, personal computers, and mobile game devices.