• Title/Summary/Keyword: Game industry

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A Study on the International Classification of Diseases of Gaming Disorder and the Game Addiction Tax (게임이용 장애의 질병코드 등재와 게임중독세에 관한 연구)

  • Rhee, Chang Seop
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.99-110
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    • 2021
  • WHO passed the ICD-11 amendment in 2019, which included gaming disorder, and there are confronted opinions whether this should be listed in the revision of the KCD in Korea. This study explains the consent and opposition to the listing of gaming disorder, and then investigates the effect of the listing of gaming disorder and the adoption of gaming addiction tax. The results of this study find that the listing of gaming disorder and the adoption of gaming addiction tax could negatively affect the investment value and the global national competitiveness of the Korean game industry.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

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.

A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

Diffusion Model을 활용한 온라인 게임 간 수요 확산패턴 연구

  • Choe, Jeong-Uk
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2006.11a
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    • pp.17-22
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    • 2006
  • Online game industry is one of the most value added industry and continues to grow rapidly nowadays. This paper classifies the diffusion patterns of online games according to online game genre, estimates coefficients of innovation and imitation using Bass model, extracts the Bass-based adoption life cycle model which reflects the properties of each game, and then analyzes the diffusion pattern of each game. Through the research on the diffusion pattern of online games, if we can identify the characteristics of changing market and consumers in accordance with the product life cycle, we will provide the implications to the marketing strategy, which have to change at every stage of adoption life cycle, not to mention to investment plan.

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Analysis on the Decision of Transmission Cost Allocation Rate Using the Arbitration Game (중재게임을 이용한 송전비용배분비율 결정에 관한 분석)

  • Chung, Koohyung;Kang, Dongjoo;Han, Seokman;Kim, Balho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.10
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    • pp.496-499
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    • 2005
  • In many parts of the world, the electric power industry is undergoing unprecedented changes. Therefore, in order to reform the electric power industry efficiently and minimize the confusion of this restructuring, the systematic studies related to transmission pricing and transmission cost allocation issues are required essentially. However, even now, the basis of transmission cost allocation rate is not equipped so that the regulation body has determined the allocating rate under the common practice. In this paper, we demonstrate that the decision of transmission cost allocation rate is the regulation body's own right. For this analysis, we apply game theory to the procedure determining this rate and the competition to determine this rate between gencos and distcos is modeled as the arbitration game.

Comparative Analysis of Global Game Screening Systems (세계 게임 심의제도 비교분석)

  • Kim Chan-Soo;Park Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.56-65
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    • 2006
  • Almost all of the nations run a game screening system which is characteristic depending on their communication policy. This article attempted comparative analysis about major nation's game screening systems by comparing three main aspects of their communication policy which are freedom of expression, complete opening of the contents to the public, and the balance between protection of adolescent and promotion of industry. It is shown that the screening system of USA, Europe and Japan stick well by the basic principles of communication policy, on the other hand Korea, South Africa Republic and Australia have some points that need improvement.

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A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.111-134
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    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.

The Relationship of Taxonomy of Social Capital and Firm's Performance in the Game Industry (게임산업의 사회적 자본유형과 경영성과의 관계)

  • Seo, Tae-Geon;Chung, Dong-Seop
    • Journal of Korea Multimedia Society
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    • v.17 no.10
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    • pp.1253-1262
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    • 2014
  • Social capital is a sociological concept, which refers to connections within and between social networks. Social capital explains the importance of using social connections and social relations in achieving goals. Social capital such connections and relations, is critical along with environmental dynamism and organizational characteristics in achieving goals for firm's performance. This paper draw the taxonomy of social capital and then analyzed the relationship of firm's performance, environmental dynamism and organizational characteristics such as innovative culture. The empirical results using 134 game corporations in Korea showed that the configuration between taxonomy of social capital was significantly related to organizational structure and innovative culture. And second, the taxonomy of social capital is significantly related to firm's performance.