• Title/Summary/Keyword: game industry

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An Analysis on the Effect of the Korean Moral Values on Fondness for Game Users: Focusing on the Mediating Effect of Generation (한국의 도덕 가치관이 게이머 호감에 미치는 영향에 대한 분석: 세대의 매개효과를 중심으로)

  • Park, Hyun-Ah;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.294-302
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    • 2018
  • The regulation of the game industry by the Korean government is closely related to the specific regulatory behavior from their parents' generation regarding gaming behavior of their children. This is because there exists a gap in terms of digital culture experience between parents and children. This study examined the differences in how moral values affect the awareness or perceptions of the game users. In the results, the norm conformity was found to have a negative influence on the fondness for game users. Age was also shown to have a negative influence on the fondness for the game users. Based on these findings, we also found the mediating effect of age existed specifically with regard to the relation of norm conformity and the fondness for the game users. The results suggest that the game industry promotion policies of Korea should change their existing targets from focusing on everyone to just the elderly.

A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry (모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구)

  • Kang, Tae-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.297-309
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    • 2021
  • Many game companies are releasing various games based on mobile platforms, and they are using various marketing strategies such as using celebrities to expand their influence on the initial market. This increases the related cost, which makes the continued development of small and medium-sized game companies more difficult. Therefore, this study attempts to understand consumer values according to the type of mobile game marketing and to explore the factors that affect the switching intention of mobile games based on real users of mobile games. As a result of this study, it was found that the playfulness and economics of mobile game marketing have positive effect on the attitudes towards mobile game advertisements and attitudes towards mobile games, but the attractiveness of mobile game marketing using celebrities does not. It was found that attitudes towards mobile game advertisements and attitudes towards mobile games have an influence on the switching intention of mobile games. Through this, we intend to provide useful implications for small and medium game companies to seek effective marketing plans.

Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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A Study on Efficient FPS Game Operation Using Attention NPC Extraction (관심 NPC 추출을 이용한 효율적인 FPS 게임 운영에 관한 연구)

  • Park, Changmin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.63-69
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    • 2017
  • The extraction of attention NPC in a FPS game has emerged as a very significant issue. We propose an efficient FPS game operation method, using the attention NPC extraction with a simple arithmetic. First, we define the NPC, using the color histogram interaction and texture similarity in the block to determine the attention NPC. Next, we use the histogram of movement distribution and frequency of movement of the NPC. Becasue, except for the block boundary according to the texture and to extract only the boundaries of the object block. The edge strength is defined to have high values at the NPC object boundaries, while it is designed to have relatively low values at the NPC texture boundaries or in interior of a region. The region merging method also adopts the color histogram intersection technique in order to use color distribution in each region. Through the experiment, we confirmed that NPC has played a crucial role in the FPS game and as a result it draws more speed and strategic actions in the game.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

CONSTRUCTION EDUCATIONAL GAME FOR K-12

  • Youjin Jang;Moonseo Park;Hyun-Soo Lee;Chanhyuk Park
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.546-552
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    • 2013
  • The future competitiveness of construction industry is dependent on K-12 students. However, unfavorable images of construction industry have negative influence on K-12 students' decision-making of their career. This negative image makes them not want to find out what actually happens in construction industry. Consequently, it is important to give K-12 students the opportunity to know what construction employees actually do in their job. Studies show that K-12 students who encounter the job early-on are more likely to choose it as their career. In this context, this paper proposes construction educational game in which it can serve as a medium for capturing K-12 students' interest in Construction Management (CM). Based on the literature reviews, challenges of construction educational game for K-12 students which are edutainment, hands-on experience and social interaction, are derived. To address these issues, conceptual model and scenario are designed. Based on designed scenario, prototype of Simulation based Construction Game in Virtual World (SCGVW) is developed in Second Life (SL) and applicability test to K-12 students are implemented. This paper concludes with a discussion of the lessons learned and the future development steps of the construction educational game for K-12 students.

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Technology, Game Production, Game Developers: Understanding Gameswork in South Korea (테크놀로지, 생산 환경, 생산자의 관계 짓기 : 국내 게임 생산의 장의 이해)

  • Jin, Yae-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.121-134
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    • 2019
  • This article examines technological innovation's impact on the game production field and on the developers' subjectivity and labor. It focuses on the appearance of the new stage of digitalization via mobile devices during the period when the leading sector of game industry rapidly shifted to Mobile games. Though the in-depth interview with the game developers, this article explores the changes in organizational and management approaches and in the developers' experience and perception of their labor. Given the serious shortage of the related literature, I believe this analysis could provide a new perspective in understanding the gameswork of specific time and location.

A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.17-24
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    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.