• Title/Summary/Keyword: Korea-China and Japan Game

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Analysis of Korea, China and Japan's Mobile Game Login Flows (한중일 모바일게임 로그인 플로우 분석)

  • Shin, Hye-Ryeon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.277-278
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    • 2019
  • 한국, 중국, 일본 3개 국가 30개 모바일 게임을 대상으로 초반 로그인 플로우를 조사하고 특징을 분석하였다. 그 결과, 한중일 3국의 차별별적인 UX디자인 전략을 확인할 수 있었다. 중국의 게임들은 한중일 중 최초 로그인에 소요되는 시간이 가장 짧고 약관동의 등 사용자가 불필요하게 느끼는 절차는 로그인이 완료된 다음 후순위로 둔 것으로 확인할 수 있었다. 일본의 경우 아이디/비번 입력으로 대표되는 로그인 개념 자체를 없애고, 유저가 원할 경우에만 데이터 백업을 할 수 있는 장치를 후반에 마련해둔 뒤, 최대한 빠르게 게임 플레이를 경험 할 수 있게 설계한 게임들이 많았다.

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The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.81-88
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    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

The Factors Influencing the Mental Health of Middle School Students in Korea, China and Japan (한.중.일 중학생의 정신건강에 영향을 미치는 요인)

  • Choe, Eun-Hee;Nam, Eun-Woo;Jin, Gi-Nam;Lee, Kyu-Sik;Houri, Daisuke;Min, Liu Zhong;Matsumoto, Kenji
    • Korean Journal of Health Education and Promotion
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    • v.27 no.4
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    • pp.39-49
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    • 2010
  • Objectives: This study analyzed the factors that influence the mental health of adolescents in Korea, China, and Japan. Methods: The survey was conducted in each country between November 2008 and January 2009. The respondents were 1,390 Korean, Chinese, and Japanese students aged between 14 years and 16. The mental health was measured by the School Mental Health Scale of Ochanomizu University (2004), which is composed of six scales: physical symptoms, eating disorders, depression, interpersonal relationship, powerlessness, and impulsiveness. Results: The relationship with family and friends are strongly associated with mental health. As for Korean and Chinese female students experienced mental illness more than male. Regarding Korean students, the time to use TV computer game is related to relationship and impulsiveness. The mobile phone use more than three hours is related to depression and relationship for Japanese, and the number of family member less than three, is associated with powerlessness for Chinese. Conclusion: Regular and effective health education is required in order to improve students lifestyles and family and peer relationships. This study also offers the fundamental information for health promotion programs for Korean, Chinese and Japanese students.

An Analysis on the Outdoor Lighting Situation and Policies in Korea, China, Japan - focused on Seoul, Shanghai, Yokohama- (한국·중국·일본의 도시경관조명 현황 및 정책 분석 - 서울, 상하이, 요코하마를 중심으로 -)

  • Ahn, Hyun-Tae;Kim, Jeong Tai
    • KIEAE Journal
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    • v.3 no.3
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    • pp.35-42
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    • 2003
  • It is required impressive expression of urban night environment that makes city as the safe pleasant, convenient place for the economic activity, cultural pleasure and landmarks. This study aims to establish the proper direction to the outdoor lighting in Seoul by analyzing and comparing the lighting situation and policies among Seoul, Shanghai and Yokohama. 1986 Asian Game and 1988 Olympic Game became very important role of activation of outdoor lighting in Korea. Then, outdoor lighting were facilitated in the cultural heritages and bridges along Han river. Millenium Light Plan, Outdoor Lighting Field of Seoul Architectural Award, 2002 Lightscape Local Plan, hosting 2002 World Cup have been good opportunities for the improvement of outdoor lighting in Seoul. In China, outdoor lighting was introduced to the city of Shanghai according to the orders of the president in 1988. Outdoor lighting of Shanghai have created unique lighting with beautiful color and intensive brightness under the direction of city government. Outdoor lighting of Shanghai needs the standard of lighting design and improvement of lighting facilities. Outdoor lighting was introduced to Japan with 1964 Tokyo Olympic games. Urban outdoor lighting plan was carried out in Yokohama in 1986. In Yokohama, outdoor lighting of civilian and public facilities have been harmonized. And the city government of Yokohama established the committee of promotion of outdoor lighting in its government to support and manage the outdoor lighting with corporation of civilian organization. As the result of comparative analysis on Seoul, Shanghai, Yokohama, Seoul Metropolitan Government needs the criteria and incentive system of outdoor lighting.

A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

A Study on the Modern Transformation of a Tale - A Focused comparison of case studies from China, Japan and India (설화 <호랑이 눈썹>의 현대적 변용 연구 - 중국, 일본, 인도 사례와의 비교를 중심으로 -)

  • Kim, Gum-suk
    • (The)Study of the Eastern Classic
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    • no.69
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    • pp.373-400
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    • 2017
  • The objective of this study is to compare the modern transformation of a folk tale in each country. A folk tale is a story about a man who obtained an ability to see the original look of humans with tiger's eyebrows successfully found a new wife suitable for him by using them. In Korea, China, Japan, and India, folk tales similar to have been transmitted. 'Tiger's Eyebrows' is differently shown in each country like 'Wolf's Eyebrows' in Japan, 'Tiger's Whisker' in China, and 'Vulture's Feather' in India. This paper looked for works that modernly transformed this folk tale in each country. In the results, there were diverse works in each country such as fairy tale book, musical, short story, and game in Korea, full-length novel in China, and fairy tale, animation, and cartoon in Japan. Meanwhile, in India, there was only a mention of the folk tale in a collection of papers. Among them, there were works showing the significance of modern transformation in the aspect of genre or contents like a short story of Korea, a full-length novel of China, and a cartoon of Japan. The Korean novel shows that human is a being with the animal's instinct while human tries to ignore it. On the other hand, the Chinese novel shows that humans are not much different from animals especially in case when facing pains or death. The Japanese cartoon shows that it is meaningless to feel shame as human in the world which is filled with monsters or animals. In India, there were no works modernly transformed because Indian folk tales might be stories based on the mythic belief rather than fun.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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A Study on the Prospect of the Maritime Transport Market Integration in the Northeast Asia

  • Kim, Tae-Seung
    • Journal of Navigation and Port Research
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    • v.30 no.7
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    • pp.585-590
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    • 2006
  • Though the issue on the integration of maritime transport market in Northeast Asia has a long history, there has never been any notable progress. Especially the lack of country-wise analysis on the barriers of market integration appears as a serious problem for more concrete discussion and the design of the roadmap for market integration. This study analyzes the maritime market of each country in the aspect of infrastructure provision, the development of the industry, change of institutions, and network connectivity and compare the competitiveness of 3 countries in the Northeast maritime market. Furthermore this study analyzes the barriers for market integration on the basis of bilateral relation, i.e. Korea-Japan, Korea-China and Japan-Korea. Based on these analyses, this study finds out the fact that the most serious barrier for market integration among 3 countries is the egocentric policies for the protection of industries in each country rather than any other institutional or physical barriers. In conclusion, this study argues that 3 countries should try to find out a third policy alternative which can make 3 countries enjoy the win-win game, such as route integration among 3 countries and joint venture for the liners operated in the region.

Analysis of the Technology Gap and Identification of R&D Priorities of Sports Industry in Korea (우리나라 스포츠산업의 기술수준 격차 분석 및 R&D 투자 우선순위 도출)

  • Rim, Myung Hwan
    • Journal of Information Technology Applications and Management
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    • v.24 no.2
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    • pp.97-112
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    • 2017
  • This paper aims to research the technology level of sports industry, through analyzing the technology gap between Korea and other major countries (USA, Europe, Japan, and China), and provide a list of technologies to be prioritized for R&D investment by conducting an analysis of the strategic importance of various element technologies. The results of the analysis showed that the technology level of Korean sports industry currently stands at 70.5% of the country with the most advanced technology (the USA), and that the technology gap amounts to 4.8 years. It was also found that the USA is the country with the most advanced technology (100%) at present, followed by Europe (91.1%), Japan (88.3%), Korea (70.5%), and China (61.2%). To reduce the technology gap, we established a Strategic Zone (SZ) and derived three element technologies including 'design and production technologies for sports and game equipment' in the $1^{st}$ tier, nine element technologies including '3D motion analysis and simulation technology' in the $2^{nd}$ tier, and four element technologies including 'fitness/health promotion and management technology' in the $3^{rd}$ tier. The significance of this research is that it included five major technology categories of the sports industry in its analysis, selected an expert on sports industry technologies using the delphi method. Therefore, the results of this study may be suitable for use as basic data in establishing the R&D strategy for the future development of the sports industry.