• Title/Summary/Keyword: Game Development Model

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Development of Intelligent Multi-Agent in the Game Environment (게임 환경에서의 지능형 다중 에이전트 개발)

  • Kim, DongMin;Choi, JinWoo;Woo, ChongWoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.69-78
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    • 2015
  • Recently, research on the multi-agent system is developed actively in the various fields, especially on the control of complex system and optimization. In this study, we develop a multi-agent system for NPC simulation in game environment. The purpose of the development is to support quick and precise decision by inferencing the situation of the dynamic discrete domain, and to support an optimization process of the agent system. Our approach employed Petri-net as a basic agent model to simplify structure of the system, and used fuzzy inference engine to support decision making in various situation. Our experimentation describes situation of the virtual battlefield between the NPCs, which are divided two groups, such as fuzzy rule based agent and automata based agent. We calculate the percentage of winning and survival rate from the several simulations, and the result describes that the fuzzy rule based agent showed better performance than the automata based agent.

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

Incentive Structures in the Compensation for Public Expropriation (공공수용 보상에 관한 유인체계 분석)

  • Lee, Hojun
    • KDI Journal of Economic Policy
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    • v.33 no.3
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    • pp.121-161
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    • 2011
  • We study incentive structures of public developers and land owners in the process of public expropriations using a sequential game model. In the model, we show that there is an incentive for the public developer to give more compensation than just compensation that are defined by law. Also the model shows that there is an incentive for the land owners to revolt strategically against the public expropriation. Then an ideal authority delegation model is introduced to resolve the problems, where an independent appraiser determines the compensation for the expropriation. In the real world, improving the independence of appraisal process is critical to make the system closer to the ideal authority delegation model. So this paper concludes by making a few policy suggestions to improve the current appraisal system.

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Researches on division-size unit COA development plan applying Vision 21 (비전21 모델을 활용한 사단급 부대 방책발전 방안 연구)

  • 최연호;김지호
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.11a
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    • pp.3-10
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    • 2003
  • Developments in science and technology based on computer technology influenced military fields and created up-to-date weapons and equipment, and as a result, which is changing the war accomplishing methods of the future warfare. Due to these changes in the war accomplishing methods, the army command centers are requested to make changes in their decision-making process. In other words, they need to apply more scientific methods rather than just build a scheme by the mere analysis of commanders and the staffs as in the past. Consequently, we propose a model, Vision 21 we developed as a war game model for division-size unit analysis use, in the COA development process, which is the most important part in establishing the OPLAN for mission accomplishment. Vision 21, with a comparative analysis of the other COA built in the COA development process, can be applied to making the best COA. Model employment concept can let us choose the best COA, operating war games on condition that the COA of the opposite forces is fixed and ours sequentially opposed against, and with a comparative analysis also. Moreover, if the time available is limited, before establishing several courses, we can apply the COA to the process for making the best decision, analysing in stages or by main phases and not establishing several courses for a special purpose.

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A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development (유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1062-1068
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    • 2007
  • In order to design and develop a ubiquitous game, it is necessary to develop a natural and flexible interface between the real world and the virtual world, based on social and physical context awareness. We design user interface model and the tactile sensing system that performs virtual interaction and collection of the sensor data. It is sensitive so the collected data should be filtered, rearranged and analyzed. This information is quite different from stylus input, keyboard, button or mouse for interaction. We detect kicked 3D force position of a ball, moment of area, moment of inertia and modified ball shape using tactile sensing system and analyzed data. The results demonstrate that the proposed approach is desirable and robust as well as the results can be used realistic actions and reactions considering attack force and to make interesting environments for ubiquitous game.

Design Evaluation of Parent-child Interactive Game Furniture Based on AHP-TOPSIS Method (AHP-TOPSIS 방법에 기초한 부모-자식 인터랙티브 게임 가구의 설계 평가)

  • Wang, Jiaqi;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.235-248
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    • 2022
  • Through the research on the design evaluation index of parent-child interactive game furniture, it is convenient for designers to quantitatively analyze the design advantages and disadvantages of related products, which is of positive help to control and improve the design quality. Combined with AHP and TOPSIS, this study proposes the evaluation model of three design criteria and 26 design indexes. After expert scoring, calculation, and consistency test of each index, the weight value of each design index is obtained, and the index is classified according to the importance of each index. Finally, eight essential indicators, eleven secondary indicators, and seven general indicators are classified. A case study was conducted with TOPSIS, and the design samples of three parent-child climbing game furniture were analyzed. Finally, the three samples' relative proximity was 0.505, 0281, and 0.640, respectively. The research shows that the AHP-TOPSIS method can scientifically and effectively sort and screen the advantages and disadvantages of design schemes and provide a reference for the research and development of related products.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.