• Title/Summary/Keyword: Game Framework

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The Evolution of Video Game Industry: Applying the Industrial Organization Model to the U.S. Video Game Market (비디오 게임 산업의 진화: 미국 비디오 게임 시장에 대한 산업조직론적 접근)

  • Seo, Sangho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.47-58
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    • 2012
  • Video game industry has undergone the drastic changes for forty-year history. The purpose of this study was to gain an understanding of the historical evolution of the U.S. video game industry. To achieve this goal, this study has chosen the industrial organization model as the theoretical framework. This study found that the market structure as well as the market conduct in the U.S. video game industry changed drastically. This study concludes that the change of the market structure of the U.S. video game industry relates to the change of market conduct. This study could serve as the basis for future research on the economic analysis of video game industry.

Game Based Cockroach Prevention Framework Proposal :Through Citizen Participating Game (시민참여형 게임을 활용한 바퀴벌레 방역 프레임워크 제안)

  • Kim, WooJung;Kang, TaeKoo;Kim, Eu Wang;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.3-10
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    • 2020
  • The purpose of this paper is to make a game design to overcome traditional prevention system. Cases such as recent cockroach floodings in Seoul, which shows difficulties on understanding the appearance pattern of cockroaches and limitations of the quarantine systems are increasing frequently theses days. In particular public sewer systems which is essential for urban development, face problems due to urban sprawl. In order to solve the problem this study proposes a game design building collective intelligence through citizen participation on cockroach prevention problems.

An Interactivity-based Framework for Classifying Digital Games

  • Kim, Yong-Young;Kim, Mi-Hye
    • International Journal of Contents
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    • v.6 no.4
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    • pp.35-38
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    • 2010
  • The current categorization of digital games is not objective and is unable to assess the latest and more complex digital games. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. The fundamental characteristic of digital games is interactivity. This paper addresses the current categorization gaps through the lens of interactivity. Through this lens, a conceptual framework consisting of primary and corresponding participants and controlling characters is developed. Future research topics are then presented based on this framework.

Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.3-10
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    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

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An Application of Evolutionary Game Theory to Platform Competition in Two Sided Market (양면시장형 컨버전스 산업생태계에서 플랫폼 경쟁에 관한 진화게임 모형)

  • Kim, Do-Hoon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.35 no.4
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    • pp.55-79
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    • 2010
  • This study deals with a model for platform competition in a two-sided market. We suppose there are both direct and indirect network externalities between suppliers and users of each platform. Moreover, we suppose that both users and suppliers are distributed in their relative affinity for each platform type. That is, each user [supplier] has his/her own preferential position toward each platform, and users [suppliers] are horizontally differentiated over [0, 1]. And for analytical tractability, some parameters like direct and indirect network externalities are the same across the markets. Given the parameters and the pricing profile, users and suppliers conduct subscription game, where participants select the platform that gives them the highest payoffs. This game proceeds according to a replicator dynamics of the evolutionary game, which is simplified by properly defining gains from participant's strategy in the subscription game. We find that depending on the strength of these network effects, there might either be multiple stable equilibria, at which users and suppliers distribute across both platforms, or one unstable interior equilibrium corresponding to the market tipping in favor of either platform. In both cases, we also consider the pricing power of competing platform providers under the framework of the Stackelberg game. In particular, our study examines the possible effects of the type of competition between platform providers, which may constrain the equilibrium selection in the subscription game.

High Efficient Game Server using ACE Network Framework (ACE 네트워크 프레임워크를 이용한 고효율성 게임서버)

  • Park, Sung-Jun;Choo, Kyo-Sung;Park, Chang-Hun
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.75-84
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    • 2009
  • In this paper, we propose a game server using public network library ACE, which has been developed in various fields for a long time. ACE network library has been considered not only in the area of high efficient real-time communication library but also in the area of application development, and it provides various facilities. We logically reorganized the part, which is necessary to develop games, among various functions of ACE and optimized it, and developed real battlenet server using verify the reorganized library. As the method of experiment, the battlenet server and test client were set and interface request test and data electrical transmission test were conducted. As the result of the experiment, the conclusion that it is possible to develop games by using ACE, which is verified network library, has been obtained.

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A Study on the Electromagnetic Card System of Arcade Games within the Framework of Relieving Speculation (사행성 완화 관점에서 아케이드게임의 전자카드제에 관한 연구)

  • Park, Jong-Il;Kim, Dong-Hyun;Huh, Moon-Haeng
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.181-191
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    • 2011
  • This study establishes the theory of minimizing the Speculation occurring and creates the promotion of the domestic Arcade Game. The study analyzed the present Game Rating of speculation standard in this field and compared the domestic instances with international ones. The study therefore proposes that the domestic game industry should adopt the future model of electromagnetic-card that will lead to the basis of the industry that is not under the system at present. The new system will also verify the useful alternative that will enhance the domestic Arcade Game.

A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

Subjectivity Study for Digital Game Players: Based on Game Classification Factors (디지털 게임 플레이어의 주관성 연구: 게임 분류 속성을 중심으로)

  • Lee, Hyejung;Min, Aehong
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.275-287
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    • 2019
  • As game players have been more diverse and new features of digital games have been emerged in recent days, it is important to find out and understand how recent game players recognize and classify digital games. Thirty game players conducted Q-analysis of twenty-nine Q-statements extracted from previous studies on game typology. By using a QUANL program, three different types were revealed. For game classification, 'Physical Environment Centric Players' type highly values external game elements from the outside perspectives. 'Contents Centric Players' type considers internal game elements as the most important criterion. 'Emotional Experience Centric Players' type values his/her subjective feeling and thoughts. Based on this study, it is expected to make a contribution in developing a framework of game players with their perspectives on game classification.