• Title/Summary/Keyword: Video Games

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An Experimental Study on Negative Emotional Effects in Violent Video Game (폭력적 게임의 시청행위와 게임행위의 부정적 감정효과에 대한 실험연구)

  • Yun, Ju-Sung;Bang, Young-Ju;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.7-18
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    • 2014
  • People generally think that negative effects of violent game contents are more serious in active playing behavior than passive watching video. This research examined the negative emotions which could arise out of playing violent games as fear, anxiety, hate, state-anger, hostility, and depression and performed an experiment methodology to assess those emotion effects between playing and watching violent game. The results of this research found that the watching group of violent video game showed a stronger internal negative feeling such as hate and depression, but the playing group of violent game had a deeper state-anger and hostility as external negative feeling than watching group. This research concludes that each media delivers different negative feelings, and there is little difference in the intensity of negative effects between playing and watching violent game.

Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

Effects of Media Use and Attributions of Negative Effects of Internet Game on Attitudes toward Shut-Down System (뉴스이용과 책임귀인이 셧다운제에 대한 태도에 미치는 영향)

  • Kim, Ock Tae;Son, Young Jun;Na, Eunkyung
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.61-72
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    • 2013
  • This study explored the relationships between media use and attributions of negative ffects of video games on attitudes toward Shut-down system. To prevent the youth from game addiction and secure a right to sleep for the youth, Shut-down system ahs been enacted since the fall of 2011. Interview survey revealed that females, the aged, those who use more news products, those who perceive more negative effects of games, and those who attribute the negative effects of game on government would have more positive attitudes toward the shut-down system.

Characteristics and Comparison of Popular Channels on Internet Game Broadcasting: Focus on Twitch TV (인터넷 게임 방송에서 나타나는 인기 채널의 특징과 비교: Twitch TV를 중심으로)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study analyzes popular channels of America's Twitch TV that centers on video game among several Internet broadcasting services. Afreeca TV de facto monopolizes the Internet broadcasting industry in South Korea; however, Twitch TV is popular around the globe and tries to expand business in Korea. Specifically, this study collects data of popular domestic/international channels on every Friday 9:00 p.m. 20 times, and examines differences of between those channels: 1) the number of the audience(users) 2) the frequency of games 3) the genre of games 4) nationality of games. Internet broadcasting streaming service does not have a concept of ratings, but it could be categorized as popular based on users connecting the channels. Thus, this study studies characteristics of Twitch TV, and further discusses the future of the Internet broadcasting.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.

Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite (성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.71-76
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    • 2020
  • A battle royale game is a multiplayer video game genre that blends the survival and exploration with last-man-standing gameplay. The genre has been hot in recent years and the 'Player Unknown's Battleground' produced by Korean enterprise PUBG had been the hottest during 2017 and the first half of 2018. However, a similar battle royale game 'Fortnite' became the game of the year in 2018 and the Player Unknown's Battleground sustains the predominance only in Korea and China. In this paper, we investigate the game structure of those two games on combat, survival, farming and charging elements, We also conduct a user survey on what might be the weak point of the Player Unknown's Battleground and why they choose Fornite among users played both but currently play Fortnite. The result shows that the Player Unknown's Battleground sustains the advantage on battle elements but creative charging policy and the efficient survival elements are the reasons of choosing Fortnite between the two.

From the Viewpoint of Technological Innovation, Generation Classification of the Video Game Industry (기술혁신 관점에서 비디오 게임 산업의 세대구분)

  • Jeon, Jeong-Hwan;Son, Sang-Il;Kim, Dong-Nam;Cho, Hyung-Rae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.203-224
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    • 2017
  • With the development of the IT industry and the growth of the cultural industry, the game industry is becoming an important industry. In this regard, the study seeks to differentiate the generation of video games based on technological characteristics from the perspective of technological innovation. SEGA, Nintendo, MicroSoft, SONY, and ATARI were chosen as research subjects. The survy was conducted from ATARI to 2017. The results of the study are expected to help develop the technology strategy of the future video game industry.

Analysis of Camera Operation in MPEG2 Compressed Domain Using Generalized Hough Transform Technique (일반화된 Hough 변환기법을 이용한 MPEG2 압축영역에서의 카메라의 움직임 해석)

  • Yoo, Won-Young;Choi, Jeong-Il;Lee, Joon-Whoan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3566-3575
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    • 2000
  • In this paper, we propose an simple and efficient method to estunate the camera operation by using compressed information, which is extracted diracily from MPEG2 stream without complete decoding. In the method, the motion vector is converted into approximate optical flow by using the feature of predicted frame, because the motion vector in MPEG2 video stream is not regular sequene. And they are used to estimate the camera operation, which consist of pan, and zoom by Hough transform technique. The method provided better results than the least square method for video stream of basketball and socer games. The proposed method can have a reduced computational complexity because the information is directiv abtained in compressed domain. Additionally it can be a useful technology in content-based searching and analysis of video information. Also, the estimatd cameral operationis applicable in searching or tracking objects in MPEG2 video stream without decoding.

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