• Title/Summary/Keyword: Game-based content

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A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

A Case Study on the Development of a Serious Game "Happy Class" for Preventing Cyber Bullying (사이버불링 예방 기능성 게임 "해피 클래스" 개발사례 연구)

  • Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.45-60
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    • 2020
  • Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.

The Research of Mini-Game by Using Online Image Automatic Detection Technology (온라인 이미지 자동 검색 기술을 이용한 미니게임에 관한 연구)

  • Huang, Chun-Hua;Cho, Kwang-Hyeon;Kim, Gye-Young;Choi, Hyung-Il
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.115-129
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    • 2011
  • In this paper, we will introduce some method about retrieving suitable images to game or adjusting game difficulty in enjoying some contents like mini-game. It will use the technology about extracting color and texture features in content-based image retrieval in image processing. So in card game, it select card image automatically. And by controlling seed image number, we can adjusting game difficulty. Through the experiment, it shows that our image retrieval method can retrieve more useful images that can be used in game than others.

Design and Implementation of the NonTargeting AOS Online Game (논타겟팅 AOS 온라인 게임 설계 및 구현)

  • Lee, HyoungGu;Jeon, Ik Jae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.25-34
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    • 2014
  • In this paper, the weak point of AOS jenre online game which occupies the majority of Korea game market of 2014 year is analyzed and to solve the problem, the enhanced design and implementation content is introduced. The proposed game is based on the custom AOS jenre format but has the TPS view and nontargeting format to enhance the action feel. To enhance the game quality, graphics, animation, effect and sound resources are organized. Game server is implemented by multithread of IOCP model to support many clients. The technical issue and design method of client and server are described.

Games Application Methodology for History Education: Case Study of Developing a Serious Game for History Education (역사교육에 대한 게임 활용 방안: 기능성 게임 개발사례를 중심으로)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.29-38
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    • 2018
  • Although computer games seem to be efficient tools for facilitating and supporting situated learning in Europe, GBL(game based learning) is less likely in Korea. The objectives of this paper are to address the causes of the problem and evaluate a serious game for history GBL. We review various cases of history GBL projects in European School Net, commercial games and serious games which are related to history. We draw a demand of our game's structural type, learning criterion, basic model of instruction, and executable prototype from the analysis results. Scene management educators pursue and dependencies of turning points in the history are critical differentiator. An evaluation team of educators, learners, and edu-game managers evaluates that the prototype is suitable model for application in history instruction.

A Study on the Graphic Production Technology for AR Augmented Reality Game (AR 증강현실 게임구현을 위한 그래픽 제작기술에 관한 연구)

  • Ko, Ki-Hwan
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.11
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    • pp.123-132
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    • 2018
  • Recently, various methods have been studied and developed to develop the local cultural contents industry. This research has produced a mobile AR augmented reality game that anyone can easily access by developing contents that can be enjoyed with new tourists. It aims to spread 10 million tourists to surrounding tourist attractions by developing a new storytelling-based AR game using the symbol of Jeonju, which is the birthplace of the Joseon Dynasty, and promote economic value-added activities in nearby stores. GPS technology and AR marker-based action augmented reality games will be newly established as cultural contents based on new regional scenarios. Augmented reality games that combine visual resources are increasing values of local brands by playing games at Jeonju tourist attractions.

A study on development methodology of web-based business simulation game (웹 기반의 경영시뮬레이션 게임 개발 방법론)

  • Kim, Hyung-Sub
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.53-60
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    • 2017
  • The time of digital era and the increasing complexity of the management environment have raised uncertainties about the future. Companies have made steady investments in education as a way to prepare for the future. In this study, design and development methodology based on web - based management simulation games (manufacturing, distribution, finance) which author participated in development was presented. The development methodology presented in this study can be roughly divided into business simulation game design methodology and business simulation game development methodology. Since there is no existing research methodology for development methodology, development model is presented based on empirical based on development case. In this paper, we propose an overall content development methodology and propose a detailed methodology of the content.

Design and Implement of Smart Phone Tour Game using A-GPS (A-GPS를 이용한 스마트폰 투어게임 설계 및 구현)

  • Kim, Hyeong-Gyun;Bae, Yong-Guen;Go, Mi-A
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.111-118
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    • 2011
  • This paper proposed a smart phone tour game using A-GPS. This game is a fused content of tourism and education. This game is based on the historical background of Silla and spatial background of GyoengJu. Game event has occurred by comparing pre-measured GPS values and smart phone A-GPS values. The field test of event were used to correct the A-GPS error by 3 times. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.