• Title/Summary/Keyword: game culture

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The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design- (MMORPG의 사용자생성콘텐츠에 관한 연구 -게임플레이와 게임디자인 과정을 중심으로-)

  • Park, Na-Young
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.49-58
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    • 2007
  • The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.

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The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness (게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1118-1130
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    • 2015
  • The current study explores a possible mechanism through which game users' integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users' life satisfaction. Both bonding and bridging social capital increased life satisfaction. The importance of perspectives as well as their implications for game users and further associated research is explored.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

A Study on the Differences between Mobile Game Operation and Online Game Operation (모바일 게임과 온라인 게임 운영 차이에 관한 연구)

  • Choi, Yun-Seok;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.689-691
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    • 2020
  • 현재 국내 모바일 게임 시장은 발전을 거듭하여 게임산업 비중과 매출이 PC온라인 게임 시장을 추월했다. 이로 인해 모바일 게임 시장에 대한 중요성이 부각되었고, 모바일 게임을 운영하기 위한 수단도 중요해졌다. 본 논문에서는 네이버 카페를 통한 모바일 게임 운영의 장점과 단점을 분석하고, 별도의 홈페이지를 통해 모바일 게임 운영을 하고 있는 기업들을 분석한다. 본 논문에서 제시한 해결 방안은 앞으로의 모바일 게임 운영에 활용할 수 있을 것이다.

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Comparative Analysis of On-Line Game Characters' Costumes and Fashion Trend Color (온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석)

  • Shin, Ha-Na;Lee, Min-Sun;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.18 no.3
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    • pp.436-451
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    • 2010
  • The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character's costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

A Study on the Effects of Daily Living Disorder and Self-Regulation Ability Disorder on Internet Game Addiction (일상생활지장과 자아조절능력지장이 인터넷게임중독에 미치는 영향에 대한 연구)

  • Ahn, Hyun-Woo;Kim, Seong-Ju
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.107-120
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    • 2020
  • Since the revision of the ICD-11 of the WHO, the level of social discourse on internet game use disorders has been increasing. However, existing studies have mixed terms and causal relationships with game use disorder or game addiction. This study was conducted with high school students aged 16 to 18, focusing on internet game addiction. As a result of the analysis, the greater the obstacles to daily life and self-regulation, the higher the risk of falling into internet game addiction. This study has a significance in reestablishing the causal relationship of Internet game addiction.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

Effects of Random Reward Items Use on Adolescents' Game Addiction Change : Focus on Self esteem, Depression, Self-control, Material Value, and Game Cognition (확률형 아이템 게임 이용이 청소년의 게임 과몰입 변화에 미치는 영향 : 자존감, 우울감, 자기통제, 물질가치 그리고 게임인식을 중심으로)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.51-62
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    • 2018
  • Recently, there has been an increasing social concern over the use of random reward game items. In this paper, we try to understand the effect of using random reward game on adolescents based on the survey data over a year. In addition, regression analysis was conducted to examine how socio-psychological variables affect the game addiction of adolescents according to use of random reward games. As a result of analysis, it was found that the random reward game use group had lower self esteem and higher material value than the normal game use group. Also, self esteem and material value have a significant effect on game addiction. And finally, the results and implications were discussed.

A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.