• Title/Summary/Keyword: Game Structure

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A Study on the Design of Computer Game as a Communication Design (커뮤니케이션 디자인으로서의 컴퓨터게임 디자인)

  • 서승택
    • Archives of design research
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    • v.12 no.2
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    • pp.147-154
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    • 1999
  • This is a suggestional thesis for fu. ;her study on computer game design. We can understand the computer game design as a new form of communication design.The particular qualities of computer game as communication is: 1. computer game is not a mere recording of past events but a creative reproduction by the player.; 2. its production procedure is a multiple structure of program engineering and multimedia design. Computer game design should be more than just production of visual image or technical results. It could be the design of "fields for training of identity".ity".uot;.

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A study on incrementally expandable online game server architecture (서비스 단계별 확장 가능한 온라인 게임 서버 구조에 대한 연구)

  • Kim Jeong-Hoon
    • Journal of the Korea Computer Industry Society
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    • v.7 no.3
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    • pp.237-244
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    • 2006
  • The purpose of this study is to propose the online game server architecture which can expand as the number of users increases. In most online game servers, there is a server group composed of a login server, a cache server, a database server, a game server, and an NPC server, and when the number of users increases, an additional server group with the same structure is installed. The server architecture proposed in this study does not install a server group composed of a login server, a cache server, a database server, a game server, an NPC server, etc., but installs a game server only. When there is a need for the cache server and database server, the required servers will be additionally installed, thus reducing costs.

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A study on the ludonarrative dissonance of AAA-level games, examined through (<라스트 오브 어스 파트2>(The Last of Us Part II)를 통해 살펴본 AAA급 게임의 루도내러티브 부조화(Ludonarrative dissonance) 연구)

  • Park, In-Seong
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.227-264
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    • 2021
  • This paper summarizes the concept of ludonarrative dissonance that occurred in the realm of full-scale game criticism, and materializes it with the latest work . In the process, it is examined that this game actively utilizes the ludonarrative dissonance to deliver cognitive experiences to players that go beyond the definition of gameness. Along with the all-round development of AAA-class games, the ludonarrative dissonance is emerging as an important task that each game must overcome. On the contrary, however, it should be noted that has a different effect than expected by revealing rather than overcoming the ludonarrative dissonance. The ludonarrative dissonance conveyed by has the effects of ironic interpretative possibilities. This paper looks at dissonance in two dimensions, and the first is the dissonance between the play-narrative structure inside the game. induces the player to recognize the dissonance and actively reconstruct the meaning of the whole game by reminding the player of the dissonance that occurs between the two structures. Second, it stimulates the cognitive dissonance that exists inside the player playing the game beyond the internal structure of the game. That is, by expanding the concept of gameness, it evokes the possibility that games can function more than a tool for convenient self-efficacy. As such, the ludonnarrative dissonance can be a more fundamental redefinition of game nature and an expression of a problem consciousness about the possibility of change.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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A Study on an Optimization of 3D Rendering for Games using DirectX Graphics (DirectX Graphics기반 게임용 3D 렌더링 최적화에 대한 연구)

  • Woo, Seok-Jin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.68-72
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    • 2001
  • DirectX Graphics plays the role of hardware independent 3 dimensional drawing interface for 3 dimensional video display. However the APIs in DirectX Graphics provide not only small improvement in velocity in the lowest level but also unstable performance of velocity according to their usages. In this paper, we present the structure of 3D game engine of efficient performance and describe functions and implementational features of game engines for an efficient 3D rendering in the environment of DirecX Graphics.

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An Architecture Analysis and Current Status of Games On Demand (주문형 게임 시스템의 구조 분석과 현황에 관한 연구)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.8 no.1
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    • pp.51-59
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    • 2007
  • In case of the service of the existing PC package game, the production cost and distribution cost is high, the illegal copies by Internet is widespread. To prevent, game production companies and distributors provide a GOD(Games On Demand) service that players download the game content by internet to play games. But, there is little research on current status of GOD service in the country. Therefore, in this paper, we define GOD service, analyse the structure of GOD service, describe domestic current status and research on the problem and solutions of GOD service. This paper gives useful information to companies providing GOD.

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The Architectural Pattern of a Highly Extensible System for the Asynchronous Processing of a Large Amount of Data

  • Hwang, Ro Man;Kim, Soo Kyun;An, Syungog;Park, Dong-Won
    • Journal of Information Processing Systems
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    • v.9 no.4
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    • pp.567-574
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    • 2013
  • In this paper, we have proposed an architectural solution for a system for the visualization and modification of large amounts of data. The pattern is based on an asynchronous execution of programmable commands and a reflective approach of an object structure composition. The described pattern provides great flexibility, which helps adopting it easily to custom application needs. We have implemented a system based on the described pattern. The implemented system presents an innovative approach for a dynamic data object initialization and a flexible system for asynchronous interaction with data sources. We believe that this system can help software developers increase the quality and the production speed of their software products.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.