• Title/Summary/Keyword: Game Quality

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A Study on the Transition of Characters in Korean On-line Games (한국 온라인게임 캐릭터의 변천과정에 관한 분석)

  • Kim Moon-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • For Korean game development technology, recently acknowledged as world-class, being aware of the importance of characters in the games, this paper will intend to contribute to the improvement of game character development quality by analysis of Korean on-line game transition focusing on the expressive quality of characters.

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An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool (2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로)

  • Lee, Heon-Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.

Towards the Determinants of On-Line Game Sites (온라인 게임사이트 성공요인에 관한 연구)

  • Son, Dal-Ho;Jang, Kyung-Ho
    • The Journal of Information Systems
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    • v.20 no.4
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    • pp.73-101
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    • 2011
  • This study tried to find the source of the success of on-line game sites and the way how the absorption and the satisfaction would have the relationship with the intention-to-use of on-line game sites. The primary purpose of this study is to establish the empirical model on the determinants of on-line game sites. The research model of this study will have insights which are trigger to the higher dimensions on the model and to the importance of the evaluation criterions of game sites. The suggestions of the study are as follows. First, the precedent factors of research model were tested for the commonality with explorative factor analysis and then tried the confirmative factor analysis. Thus, the determinants in this model will be used for further study without an evaluation. Second, the factors which have a most significant effect on the mediating factor like the absorption are a skill of user and an activity of community. Furthermore, the information quality of game sites was most significant in the satisfaction of user. Third, the most factors which included in the research model were significant to intention-to-use, however, the system quality did negatively significant.

A Study of Applying Extreme Programming Method in Mobile Game Development Environment

  • Seo, Yeung-Su;Jung, Hun;Park, Hae-Woo;Yu, Chun-Gun;Lee, Jun-Hyuk;Kang, Byung-Wook
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.59-62
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    • 2008
  • When performing a project, the most important thing is building a result with planned quality within development period. Particularly, if the project is delayed or has no good quality in the case of the mobile game development project which is sensitive to the release time and quality, it is immediately connected to the failure of the project. Extreme Programming is a methodology that divides the development cycle into smaller units for reducing the risk factor of the project in which the development period is important. In this paper, we suggest the Expanded Extreme Programming for mobile game development environment in which the development period and quality are important

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A Study on the Quality Evaluation of Mobile Puzzle Game using AHP (AHP를 이용한 모바일퍼즐게임의 게임성 평가에 관한 연구)

  • Lee, Han-ho;Jung, In-Hoo;Lee, Jong-Wouk;Lee, Min-Seop;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.43-50
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    • 2016
  • This research tried to evaluate the competitiveness of a mobile game in the aspect of emotional value which was developed on the purpose of improving specific emotional features. An evaluation of emotional value of a game before its commercial service will provide an effective advice for its marketing and service. The target game to be evaluated on this research is a mobile puzzle game of match-3 genre. We compared the game with Candy crush saga and Poko pang, and the indicators used to evaluate emotional features were flow, challenge, and intention of use. The importance values of indicators were calculated using AHP. And the three games were evaluated by pair-wise comparison method. Finally, the importance values of each indicators were applied to the evaluated results to make overall game quality value.

Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

A Flexible Network Access Scheme for M2M Communications in Heterogeneous Wireless Networks

  • Tian, Hui;Xie, Wei;Xu, Youyun;Xu, Kui;Han, Peng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3789-3809
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    • 2015
  • In this paper, we deal with the problem of M2M gateways' network selection for different types of M2M traffic in heterogeneous wireless networks. Based on the difference in traffic's quality of service (QoS) requirements, the M2M traffic produced by various applications is mainly classified as two categories: flexible traffic and rigid traffic. Then, game theory is adopted to solve the problem of network-channel selection with the coexistence of flexible and rigid traffic, named as flexible network access (FNA). We prove the formulated discrete game is a potential game. The existence and feasibility of the Nash equilibrium (NE) of the proposed game are also analyzed. Then, an iterative algorithm based on optimal reaction criterion and a distributed algorithm with limited feedback based on learning automata are presented to obtain the NE of the proposed game. In simulations, the proposed iterative algorithm can achieve a near optimal sum utility of whole network with low complexity compared to the exhaustive search. In addition, the simulation results show that our proposed algorithms outperform existing methods in terms of sum utility and load balance.

Design Elements To Improve MMORPG Software Quality (MMORPG 소프트웨어 품질 향상을 위한 디자인 요소)

  • Yoo, Hang-Suk;Chang, Tae-Mu
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.3
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    • pp.83-91
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    • 2009
  • Recently game industry is emerging as a core of the domestic cultural contents by rapid development of IT technology and also the market scale has growing highly every year. Among various games, particularly the market ratio of MMORPG increases rapidly in domestic and oversea online game market. However it is true that the competition in the oversea market is too week for the investment to the MMORPG development efforts from the domestic game industry. Accordingly this paper collects the interests which players concern. Also this paper analyses and classifies design elements of successful MMORPGS as a way to obtain competition and shows a model in terms of game software qualify to be referred by MMORPG development organizations or companies.

Developing Formal Framework for Cross-Platform Based Mobile Game Process (크로스 플랫폼 기반의 모바일게임 개발을 위한 정형 프레임워크 개발)

  • Choi Jaejun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.147-154
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    • 2023
  • With the recent popularity of smartphones, many games are being developed on mobile-based platforms. As a result, it has brought about many changes in the way mobile game is developed. Especially mobile platforms, which are divided into Android and IOS, can now be applied to each platform without additional development through cross-platform. This means that it is necessary to move away from the method of developing each using separate development tools and implement the development process through cross-platform unique features. In this paper, we studied various methods to increase the productivity and quality of game development for the development of mobile games, and a formal framework considering the development process was developed. The framework consists of process, development domain, and platform support parts, each playing its own role. Items of the detailed framework must be reflected so that detailed response data for efficient application of game development can be established in actual mobile game development. The framework was developed by approaching it from two domains, the need for a framework and the framework implementation of key item response data.

The research about game storytelling list -Based on 4 core elements of game- (게임 스토리텔링 리스트에 관한 연구 - 게임의 4요소를 중심으로 -)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.13-24
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    • 2009
  • The research about methodology to educate professional storytellers should be done very actively. As many people became interested in digital storytelling lately, many theoretical researches about game storytelling are being made in varied aspects. However, systematic methodology to educate game storytellers still remains in theoretic level, so that we can hardly find the outputs brought by the fusion of practical and theoretical knowledges. In this paper, I made a list of 4 core e1ements(character, event, world view, interactive factors of game) which construct the narratives of games to elevate the quality of practical game storytelling. The goal of this research is to complete the practical information list in detail, in order to deliver storytellers' creative ideas precisely to the game designers in every parts.

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