• Title/Summary/Keyword: PC 게임 모바일 게임화

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A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.43-52
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    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Design and Implementation of Serious Games for Dementia Prevention and Brain Training (치매 예방과 두뇌 훈련을 위한 기능성 게임 설계 및 구현)

  • Young-Ho Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.5
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    • pp.89-95
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    • 2024
  • As the world's population ages, the incidence of dementia is increasing, and the psychological and economic burden on patients and their families is becoming a major social issue. As a result, various solutions are being sought to prevent dementia. In this study, we designed and implemented a serious game consisting of three types of mini-games aimed at effective dementia prevention, and improved the limitations of existing dementia prevention serious games as follows. Firstly, by implementing the game in a 3D environment, we were able to provide users with an enhanced play environment and experience. Secondly, by implementing three different mini-games to choose from, we were able to provide users with a variety of fun and experiences, as well as a variety of brain training. Third, by providing game content that can train not only spatial or visual cognitive abilities, but also visual and auditory cognitive abilities in combination, we have improved the efficacy of improving users' cognitive ability and memory. Fourth, we made it more accessible to users by supporting cross-platform play on PC or mobile devices.

Morphing and Warping using Delaunay Triangulation in Android Platform (안드로이드 플랫폼에서 들로네 삼각망을 이용한 모핑 및 와핑 기법)

  • Hwang, Ki-Tae
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.137-146
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    • 2010
  • According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.

플랫폼 형태에 따른 N-Screen 서비스 분류 및 플랫폼 표준화

  • Yun, Yong-Ik
    • Broadcasting and Media Magazine
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    • v.17 no.1
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    • pp.78-85
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    • 2012
  • 무선망과 인터넷 초고속화와 함께 비디오 스트리밍, 모바일 방송, IPTV 등 통방융합 환경에서의 비디오를 중심으로 한 멀티미디어 콘텐츠 서비스가 보편화되고 있다. 이러한, 이종의 접속망과 다양한 성능의 단말이 혼재하는 융합 콘텐츠 소비환경에서 스마트폰, Tablet PC, IPTV 등 다양한 단말기에서 비디오, 음악, 게임, 데이터 등의 콘텐츠를 끊김 없이 이용할 수 있는 서비스를 일반적으로 N-Screen 서비스라고 한다. 이렇게 단말간의 이동성을 제공하기 위해서는 다양한 플랫폼 형태에 따른 N-Screen 서비스 표준화가 필요하다. 또한, 다양한 스마트 스크린간의 끊김 없는 서비스 이용이 가능한 송수신 기술 및 네트워크 자원을 활용하는 서비스들과 인터넷 기반의 서비스들 간의 상호 연계를 위한 기술들의 표준화가 계속 진행되어야 한다. 본고에서는 이러한 차세대 네트워크 환경에서 N-Screen을 위한 플랫폼과 플랫폼 형태에 따른 N-Screen 서비스 분류에 대해 살펴본다.

Efficient Method to Support Mobile Virtualization-based Cloud Resource Management (모바일 가상화기반 클라우드 자원관리를 지원하는 효율적 방법)

  • Kang, Yongho;Jang, Changbok;Lee, Wanjik;Heo, Seokyeol;Kim, Jooman
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.277-283
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    • 2014
  • Recently, various cloud service has been being provided on mobile devices as well as desktop pc and server computer. Also, Smartphone users are very rapidly increasing, and they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). So, research to utilize resources on mobile device has been conducted. In this paper, We have suggested efficient method of cloud resource management by using information of available physical resources(CPU, memory, storage, etc.) between mobile devices, and information of physical resource in mobile device. Suggested technology is possible to guarantee real-time process and efficiently manage resources.