• Title/Summary/Keyword: Game industry

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On Estimation and Distribution of Game Satisfaction (게임만족도 추정 및 분포에 관한 연구)

  • Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.679-686
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    • 2007
  • Every year, although the number of game enterprises increases, every game which is developed and distributed by these enterprises do not have competitiveness. One game even increasing competitiveness and added value of game industry, we have to develop games which are satisfied with users, and for it, we need scientific research which evaluates about satisfaction. In this paper, We quantatively estimate game satisfaction by using AHP and statistical method. Also we discuss the method which derive distribution of game satisfaction. We can acquire expected effect which predicts satisfaction level and standard about games by using these methods.

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Do Gender, Types of VR Game, & Virtual Presence Matter in VR Games?

  • Um, Namhyun
    • International Journal of Contents
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    • v.16 no.4
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    • pp.78-83
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    • 2020
  • VR technology has become a game changer in the game industry. VR game market has increased exponentially worldwide. The current study is designed to examine effects of VR game players' gender (male vs. female), types of VR games (solo game vs. multiplayer game), and the level of perceived virtual presence (low virtual presence vs. high virtual presence) on enjoyment and intention to replay. Study findings suggest that male players, after playing VR games, showed higher enjoyment and intention to replay VR games. In terms of types of VR games, multiplayer VR games lead to higher enjoyment intention to replay than solo play games. Finally, this study found that the high level of perceived virtual presence incur higher enjoyment and intention to replay than the low level of perceived virtual presence in playing VR games. Practical implications were discussed in the last section of this paper.

A Proposal of Quality Evaluating Model for Serious Game Contents

  • Yoon, Sun-Jung;Yun, Tae-Soo
    • International Journal of Contents
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    • v.6 no.1
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    • pp.26-34
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    • 2010
  • This paper is on the premise that we need objective and measurable researches on quality evaluation of serious game for users' correct selection of games fitting for their purposes, for development of competitive high-quality game, and for stable growth of game industry. At first, we looked into various characteristics of serious game, read the present situation of game market, and proposed the necessity of quality evaluating model for serious game. To guarantee the objectivity of the proposed models, we compared and analyzed various proposals of standard model on the basis of international standard quality-evaluating model, ISO/IEC 9126 S/W. And so we extracted quality-evaluating items for serious game that composed of 8 evaluating areas and 25 sub-attributes, and presented quality-evaluating indices of each area. The proposed quality-evaluating model was added 2 areas and 8 sub-attributes to the international standard model, and the validity of the extracted items' was verified by expert group's questionnaire. Accordingly, we expect that this paper will increase game users' satisfaction, promote the development of high-quality games, and contribute to continuous growth in serious game market.

Framework Implementation for Improvement of Game Logic Portability (게임 논리 이식성 향상을 위한 프레임워크 구현)

  • Kim, Seok-Hyun;Lee, Myoun-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3155-3162
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    • 2009
  • As game industry is growing, the desire for game that has more fresh and various contents is bigger. However software framework for this is not exist. Middlewares for certain game technologies, like 3D engine, physics engine, are in matured step, but it is very hard to see the framework for the flow of game-logic. This paper proposes Game-Logic Engine, the software framework for design and implementation of game-logic, implements a prototype of game logic engine. Game-logic flows for various game genre are easily described and combined by the Game-Logic Engine.

Development of Serious Game based on Traditional Activities Culture (전통 놀이 문화에 기반한 기능성 게임 개발)

  • Park, Jung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.117-124
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    • 2011
  • To minimize a negative cognition of the game, recently the game industry has been researched of serious games such as medical game, tutoring game, advertisement and game training simulation game. The development and method of those serious games is far less formalized than other software development and is still in the beginning stages. We will define three types of advertisement games in the paper and propose a serious game development method which is based on traditional activities culture. Also we will explain element technologies and process for developing a serious game and apply a suggested method to YOOT games which is a typical Korea traditional game among several games.

The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.115-124
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    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

The Study on Evolutionary Process of Online-Game Companies' Alliance Strategy for Product Diversification (온라인 게임 기업의 제품 다원화를 위한 제휴 전략 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.57-68
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    • 2011
  • This study approaches how newly emerged game companies has implemented strategies for product diversification according to market growth cycle(beginninggrowing-mature) by empirical case study through evolutionary theory and resource based theory approach. At the beginning, online game companies had grown with different strategies(technology based, service based) by initial condition(genre, technological level, user attribute). After market growth, for product diversification, these companies carried out path-dependent alliance strategy(complementary, competitive) depending on resource base(technology capacity, service capacity based). As online game market getting mature, these companies has adapted flexibly in responding to market growth cycle by integrated strategy(naturally selected to mobilize every possible resource capability). By analyzing the alliance strategies pattern of online game companies in newly emerged game industry according to market growth cycle through combination of resource based theory and evolutionary theory, these results suggest that new industrial, theoretical, policy model is required.

Analysis of production capability by age in accordance with the function implementation of Game content (게임 콘텐츠의 기능 구현에 따른 연령별 제작 능력 분석)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.55-64
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    • 2016
  • Recently, the game industry has been developed in a large scale, and online games and mobile games place significant weight on the game industry. This study demonstrated the results of their content production capability by age those who are randomly selected participants into three groups of elementary school, middle school, and university students to get game content production capability from them. To evaluate content production capability, a short-term training was conducted for elementary school and middle school students, and they produced contents with a little low level of completeness. University students had a long-term training several times more than that of elementary school and middle school students, and they produced contents with a higher level of completeness. This study employed evaluation methods with evaluation criteria of the same number of persons and items. Evaluation scores of 80.5 for elementary school students, 88.3 for middle school students, and 78.3 for university students were demonstrated on the basis of a maximum scale of 100 points. Thus, it is said that if a systemic professional training is performed for them to develop game potentiality from the stage of middle school students, it is possible to raise professional personnel for game content production at an early stage and highly contribute to Nation's Competitiveness.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

Regulatory Policy for China Game : Toward a class of flags and cartes (중국 게임 규제정책 : 기패류 게임을 중심으로)

  • Li, Li;Song, Seungkeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.181-182
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    • 2016
  • The game policy in China takes the way of promoting the development of domestic enterprises through protecting the growth of those. In order to improve the development of domestic game industry, it will maintain the policy that restrict the import of overseas game. However, as to the domestic enterprise, it will develop the aid policy in the form of encouraging overseas export. For the characteristics of wide audience, long life term and easy to be developed, the class game of flags and cartes has become a very significant field of game industry. But for the gamble characteristics of the class game of flags and cartes, it also becomes the center for the government of making regulations and policies. This research aims to analysis the china game policies for the class game of flags and cartes and to find the strategy to entry into the china.

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