• Title/Summary/Keyword: Mobile Games

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Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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User Enjoyment Elements on Mobile and Online Games: Comparative Study between China and Korea (모바일과 온라인 게임의 즐거움 요소들에 대한 연구:한국과 중국 간 비교 연구)

  • Jin, Yu;Kim, Jong Woo;Lee, Hong Joo
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.381-397
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    • 2013
  • User enjoyment is a key factor to understand online and mobile game users' behaviors. This study aims to understand the differences between mobile and online games, and the differences between Korean and Chinese game users in terms of the perceived importance of user enjoyment elements. To use AHP (Analytic Hierarchical Process), we decompose user enjoyment into sub-elements; sensory enjoyment, content enjoyment, enjoyment of the achievement, and enjoyment of interaction. Though the empirical study and independent t-test, we can find that there are the differences in the perceived importance of user enjoyment elements between Korean and Chinese game players, and between mobile and online games. Chinese users more stress on enjoyment of interaction and Korean users more emphasize on enjoyment of the achievement.

Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

A Study on Flash Mobile Game Application Using Adobe AIR (어도비 에어를 이용한 플래시 모바일 게임 애플리케이션에 관한 연구)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.73-82
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    • 2015
  • This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Changing the Business Model of Collection Mobile Games (수집형 모바일 게임의 비즈니스모델 변화)

  • Lee, Kuy-Bok;kim, Young-Jae
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.67-78
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    • 2021
  • Since the release of and in 2017, business models for collection mobile games have been changing. Collection Mobile games are composed mainly of characters, and the business model is also highly related to user preference factors. The Delphi method and the AHP analysis were used on ten experts in each field of game production to identify preference factors, and five collection mobile games were selected for business model analysis. The result shows that 'moe' characters are a major preference factor, and accordingly, business models are also changing to focus on the completion of character collection and products such as character skins.

Fuzzy-AHP Based Mobile Games Recommendation System Using Bayesian Network (베이지안 네트워크를 이용한 Fuzzy-AHP 기반 모바일 게임 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.461-468
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    • 2017
  • The current available recommendation systems for mobile games have a couple of problems. First, there is no knowing whether they make a pattern recommendation for games that actual users prefer or for games that they are simply interested in. It is also impossible to know the subjective preference of users in a direct manner. An AHP(Analytic Hierarchy Process)-based recommendation system for mobile games was thus developed to reflect the subjective preference of users directly, but it had its own problem since the degree of preference could vary among users in spite of the same scale for their preferable items. In an effort to solve those problems, this study implemented a recommendation system for mobile games by applying triangular fuzzy numbers of the Fuzzy-AHP technique and the independence of evaluation items in the Bayesian Network. The findings show that the proposed recommendation system recorded the highest accuracy of recommendation results and the highest level of user satisfaction.

A Proposal for One-Hand Control Schemes of First-Person Viewpoint Mobile Games (1인칭 시점 모바일 게임의 한 손 조작 방식 제안)

  • Jung, InHoo;Kim, Sun-Jeong;Lee, Seung-Hwan
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.49-58
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    • 2016
  • This paper proposes three schemes of one-hand control that can be used in the First-Person Viewpoint mobile games and evaluates them. Displaying virtual controllers on the screen, the existing mobile games use schema that allows users use both hands. In the First-Person Viewpoint mobile games, however, one-hand control is possible because smaller number of functions for viewpoint movement is required. This research proposes three one-hand control schemes for First-Person Viewpoint movement and rotation, and evaluates them using AHP. The experiment results prove that one-hand control schemes are more useful than both-hands control schemes for the mobile game users.

Mobile Shooting Game with Intuitive UI and Recommendation function (직관적 UI와 추천 기능을 가진 모바일 슈팅 게임)

  • Junsu Kim;Kuil Jung;Seokjun Yoon;In-Hwan Jung;Jae-Moon Lee;Kitae Hwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.191-197
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    • 2023
  • Mobile shooting games are a representative example of PC games being transferred as they are. In the most mobile shooting games, joystick-like UI used in PC games have been moved to touch buttons, but the display is small, so the user's fingers cover the game screen, which is inconvenient. In mobile shooting games, in order to overcome the limitations of the small display and increase the immersion of the game, this paper introduces a user interface that integrates character movement and aiming, and intuitive UIs such as display rotation, shaking, and vibration. In addition, by analyzing the match process for each round, the character's insufficient abilities are identified and synergies to supplement the abilities are recommended in order to add fun to the game. This paper proved that the proposed goals are achieved by actually designing and implementing a mobile shooting game with the proposed functions on an Android smartphone.

A Study on Consumer Problems in the Contents of mobile game - Focused on analyzing the bulletin board on the mobile game sites - (모바일게임 콘덴츠 관련 소비자문제에 관한 연구 -모바일게임사이트의 게시판 분석을 중심으로-)

  • Park, Mi-Hye;Kang, Lee-Ju
    • Korean Journal of Human Ecology
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    • v.14 no.4
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    • pp.577-592
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    • 2005
  • This study analyzes the comsumer complaints that are listed on bulletin board (or Q & A page) of mobile game sites in order to search for comsumer problems in the contents of mobile games. This analysis includes 3,664 cases of complaints on 17 mobile game sites. The finding indicates that they can be categorized into 10 types of complaints: game errors, how to play, game quality, game capacity, fee inquiry, excessive fees, lack of information, refund, unfulfilment of promises, game support. The problems with the game itself account for 54.8% of total complaints, and unsatisfaction from game fees and others take up 25.5% and 19.7% respectively. Therefore, we suggest that first, the quality of mobile games and consumer education be improved, second, information about game fees be provided to consumers more sufficiently in a proper manner, and lastly pertinent regulations on consumer damages compensation and adhesion contracts be established.

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