• Title/Summary/Keyword: Game industry

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The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Analysis on Efficiency for the Quality Elevation of Edu-Game Contents on Mobile Platforms (모바일 플랫폼의 에듀게임 콘텐츠 품질향상을 위한 효율성 분석)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.136-142
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    • 2009
  • Today, as a core industry of high value added contents, the field of game received great influences as a complex cultural technical industry of multimedia and such. Users of Mobile Web2.0 will now choose the well-made contents and this has become stronger in relation to the technical advancements of mobile platforms such as the Wibro and HSDPA. Accordingly since the year 2006, the Korea Game Industry Agency has begun a public subscription for functional games to elevate the necessity of changes in social recognition for edu-games. Although the current investment effects of edu-games are being valued relatively low in comparison to the scale, outcome and the transparency of the game industry, the created effects of the value added is very high when compared to other industries. The purpose of this study is placed in the political propositions for the edu-game investments necessary in the quality expansions of edu-game contents.

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A Study onThe Success factors of Mobile Games (모바일게임의 성공요인에 대한 연구)

  • Kim, Do-Goan;Nam, Su-Tae;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.189-191
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    • 2014
  • Todays, with the spread of Mobile devices, game industry has experienced the change of supply chain structure and paradigm. Breaking the traditional supply chain of game industry, mobile games of App. markets provide alternatives or threats against traditional game industry. With the mobility as a strongpoint, mobile games have their own characteristics such as convenience, easy of use and simplicity comparing PC games or other games. In this point, this study is to find success factors of mobiles games through the analysis on the highly ranked favorite games according to the types of mobile games.

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The Relative Importance and Priority of Game Contents Industry Policy (게임콘텐츠산업정책의 우선순위에 대한 연구)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.55-66
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    • 2019
  • This research studied how game contents related experts recognize the transition of contents industries in intellectual information era. This study also studied experts' priorities of evaluation elements in contents industry policies. For this, Analytic Hierarchy Process was utilized to analyze the relative importance and priorities of evaluation elements in contents industry policies. According to the analysis, the order of priorities was 'strengthening content technology', 'training content experts', 'improving the contents-related system' and 'strengthening content usage and consumer safety'. Also, in complex importance analysis, 'strengthening R&D system for content' was gauge as the most important element. In the analysis about each related group's thinking, industries and policy institutes considered 'strengthening content technology' important and academia evaluated 'training content experts' as the most important one.

A Study on the global game industry trends and the direction of Korean games (글로벌 게임 산업 동향 및 국내 게임 방향에 관한 연구)

  • Kim, sang-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.337-338
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    • 2014
  • 본 논문에서는 글로벌 게임시장에서의 수익창출방안, 기술 변화, 업계 지각 변동 흐름, 콘솔게임의 현황 등 다양한 분석을 통해서 현재 진행 되고 있는 세계의 흐름과 현재 국내 게임 산업의 시장 규모, 수출 현황, 점유율, 이슈 등의 요소들을 분석하여 국내 게임 개발의 전망과 발전 방향을 제시하는데 목적이 있다.

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Development and Application of Evaluation Model for Online Baduk Game (온라인 바둑게임 평가모형 개발 및 적용에 관한 연구)

  • Lee, Kook-Chul;Kim, So-Yun;Lee, Sung-Hyun
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.56-66
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    • 2003
  • As internet populations are growing very fast, online computer game has been extensively propagated in the internet community. Currently online Baduk game haws id attention as one of the most popular games in Korea. Therefore, the game industry has developed a variety of Baduk games and internet services providers and portal sites have competitively provided Baduk game services. Considering this trend, this paper attempts to develop an evaluation model for online Baduk games, which can serve as a guideline for selecting the appropriate game by game users. In addition, this evaluation has been applied to the 2 best known Baduk games and compared each other based on the model factors. Finally, this paper suggest some practical guidelines for game developers in order to increase user acceptance.

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A Study on the Game Quality Management Methodology (게임품질관리 수업 개선을 위한 게임 플레이 분석 시스템 설계)

  • Lee, Yoon-Yim;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.85-94
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    • 2019
  • This paper aims to improve teaching methods for changing the game-related department and game quality management classes of A university from theoretical to practical classes. The main goal is to design and develop a game play analysis system. The design and development of the game play analysis system enables the company to experience the overall process of game development that meets the requirements of the industry. Designs for systems that can improve understanding of game content by experiencing debugging to testing.

The Impact on the Cultural Contents Market of the Legal Issue in Korea - Focusing 'Open Market' & 'Shut-down' in Game Industry (문화콘텐츠시장에 미치는 제도화의 영향에 대한 고찰 -게임산업의 오픈마켓과 셧다운제를 중심으로)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.63-74
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    • 2012
  • Two legal issues of the game industry in Korea are intersted in theses days. Open market & Shut-down. This article is studying for the impacts and the meaning of the game market that the institutionalization of two legal issue produce a powerful effect on. Social environment & recognition bring up the subject. This article is focusing at social environment & recognition and the forecasting game market. With the coming of smart-phone, the mobile contents market is changed. The open market for game is the issue for this changing market and assists the activation of the mobile-market with rational and futuristic perspectives. Shut-down(prohibition of the access of the young people in midnight) is the issue for game addiction and aggravates the game market and the perception on game with the focusing of the happening. This article points out the importance of institutionalization in consequence of the opposite direction of the market effects.

Time-Space Setting Analysis for Creating the Feeling of Tension in Horror Games : Focused on 'Silent Hill 2' (공포게임에서 긴장감 형성을 위한 시공간 설정 분석 : '사일런트 힐2'를 중심으로)

  • Jin, Hyung-Woo;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.49-57
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    • 2020
  • This paper analyzed maximized the tension not by functional restriction but by psychological response inducement to form the tension of the horror game from the point of space time view. In order that, We arranged three major situations inducing the tension in the horror game and prepared space time analysis base. Pure fiction time of game itself is applied on game time excluding the time creating the cut-scene and the game space is organized with various combination of three space types. This analysis result can help horror game design by discovering the relationship between space time structure and tension forming of the horror game. These analysis results allow us to find guidelines for the time and space design of horror games that can be flexibly linked to game events and contexts by controlling the player's dynamic/static tension and temporary/continuous tension.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.