• Title/Summary/Keyword: digital games

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The research about game storytelling list -Based on 4 core elements of game- (게임 스토리텔링 리스트에 관한 연구 - 게임의 4요소를 중심으로 -)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.13-24
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    • 2009
  • The research about methodology to educate professional storytellers should be done very actively. As many people became interested in digital storytelling lately, many theoretical researches about game storytelling are being made in varied aspects. However, systematic methodology to educate game storytellers still remains in theoretic level, so that we can hardly find the outputs brought by the fusion of practical and theoretical knowledges. In this paper, I made a list of 4 core e1ements(character, event, world view, interactive factors of game) which construct the narratives of games to elevate the quality of practical game storytelling. The goal of this research is to complete the practical information list in detail, in order to deliver storytellers' creative ideas precisely to the game designers in every parts.

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A Study for Supporting Plan to Revitalizing of Online-Game (온라인 게임 활성화를 위한 지원책 연구)

  • Kim, Jae-Ha;Kim, Jung-Suk
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.53-66
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    • 2014
  • Despite the game market's expanding results from the increase of new users of mobile-game market, online-game market is faced with a stagnation. And the increase of income online-game's market share leads to decline of growth of the domestic online-game market. Online-game's growth potential is still valid, and the domestic online-games are still popular in foreign markets. But if the problem of domestic game market is not overcome, the falling behind in the competition is only a matter of time. The major problem is the lack of support measures and reduced competitiveness. On these issues, this research presents a plan to revitalizing of the online-game.

Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

An Empirical Study on the Customer Value Factors Affecting Trust of Mobile Entertainment (모바일 엔터테인먼트의 신뢰에 영향을 미치는 고객가치 요인에 관한 실증적 연구)

  • Lee, Yi-jin;Yum, Chang-sun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.3
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    • pp.59-71
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    • 2020
  • The purpose of this study is to analyze the relationship between customer value and trust and the effect of trust on loyalty in the field of mobile entertainment. As smartphone use becomes more popular, the mobile business is growing rapidly. In particular, the mobile entertainment industry, such as mobile games and mobile video, is growing faster. This study was based on the main survey had conducted from 25th September 2019 to 7th October 2019 by 300 users who had experienced mobile entertainment applications in the past. Statistical analysis was performed by using the IBM SPSS v.22.0. The analysis results are as follows. First, the utility and quality of utilitarian value, enjoyment and aesthetics of hedonic value, and status enhancing of social value have significantly positive influence on trust. Second, privacy risk of social value have significantly negative influence on trust. Finally, trust has significantly positive influence on loyalty. Based on the results, we discussed the implications for the successful operation of mobile entertainment.

A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.3-13
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    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

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Development of Smartwatch game contents utilizing the Watch face (워치페이스를 활용한 스마트워치 게임 개발)

  • Yoo, Wang-Yun;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.127-138
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    • 2016
  • Watchface is a content accounted for the largest number of current Smartwatch content posted on the App Store. However, the watch face itself does not find that the game content. Games operated in connection with the Watchface can minimize game controls and increase accessibility, while decreasing battery use, which ultimately can enhance immersion into the game. Beginning with background research on wearable devices, the current study puts forth development methodologies encompassing the entirety of the content development process from content design, to production. Through the current study, the author hopes to the ultimate effect of vitalizing Smartwatch game development.

An analysis of DIY Character System of Mobile Game (모바일 게임의 DIY 캐릭터 시스템 분석)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.423-429
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    • 2016
  • Character customization means a series of processes to build a characters. Mobile character customizing system is very scarce than Online RPG system qualitatively or quantitatively. In this paper, I will propose some effective elements about A DIY character system that must be suitable for the mobile environment system. The reasons why Select System is mainly used as the customizing system in RPG are as follows; First, the screen of a mobile device is small; Second, it is due to the space-time characteristics with which mobile games are played. In the middle of playing a game, a customizing system should be adopted in order for players not to feel bored. In addition, avatar's costumes should be continually updated.

HSM(Hierarchical State Machine) based LOD AI for Computer GamesS (게임을 위한 계층적 상태 기계 기반의 인공지능 LOD)

  • Seo, Jinseok
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.143-149
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    • 2013
  • Many researchers and developers take a greater interest on the LOD AI techniques as users demand more elaborate and sophisticated game AI in recent years. However, contrary to the traditional geometry LOD, existing LOD AI techniques can be used only to a limited extent. Therefore, in this paper, I propose an LOD AI technique, which uses HSM(Hierarchical State Machine) and the Lua script language as the method to control game objects. Using the proposed approach, we can easily produce multilevel AI models for LOD and design various objects without hard-coding state machines. Moreover, in order to show the effectiveness of the presented technique, this paper exemplifies the results of the efficiency test through the prototype engine.

A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1677-1684
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    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.