• Title/Summary/Keyword: game platform

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The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Case Study of Simulation Game Development based on Multi-Platform (다중 플랫폼 기반의 육성시뮬레이션 게임 개발 사례 연구)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.359-360
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    • 2012
  • 최근 오픈마켓의 급속한 성장과 함께 다중 플랫폼을 위한 콘텐츠 시장이 확대되고 있다. 특히 오픈마켓에 등록된 콘텐츠의 약 15%가 게임콘텐츠가 차지할 만큼 게임은 오픈마켓에서 중요한 비중을 차지하고 있고, 다양한 부가가치를 창출하고 있다. 시뮬레이션게임은 크게 전략시뮬레이션게임, 레이싱시뮬레이션게임, 경영시뮬레이션게임, 육성시뮬레이션게임 등 플레이어의 역할 및 게임의 목적에 따라 다양하게 구분되고 있다. 본 논문에서는 기후변화와 기상 이변으로 인한 환경파괴를 게임배경으로 하여 식물과 동물들이 살아갈 수 있는 환경을 만드는 것을 게임컨셉으로 하였으며, 다중 플랫폼 기반의 육성시뮬레이션장르에 경영적인 측면과 교육적인 기능성게임의 요소를 포함한 게임을 개발하였다.

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A Study on Block Chain Platform for In-Game Item Transactions (게임 내 아이템 거래를 위한 블록체인 플랫폼에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.343-344
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    • 2019
  • 글로벌 게임 시장이 지난 몇 년간 두 자릿수 성장하여 지난 해 910억 달러의 매출을 기록하였으며, 모바일 게임과 같은 부문에서 가장 큰 성장이 있었지만 신기술은 게임 시장을 근본적으로 향상시켜 새로운 성장 기회를 제공 할 가능성이 있다. 그러한 기술 중 하나인 블록체인은 틀림없이 가장 큰 장기적인 잠재력을 가지고 있다. 본 논문에서는 게임 내 상품 거래에 문제가 되는 부분에 대해서 합법적인 거래를 통해 안전하고 지속적인 소유가 가능한 블록체인 기반의 탈중앙화를 지향해 모든 참여자가 권한을 갖는 분산형 개방 시스템 블록체인 기술의 필요성을 제시한다.

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A study on the planing of game scenario (게임시나리오 기획에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.12-18
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    • 2003
  • A good game comes from an original and unique scenario. Game development must precede with the game's scenario because this is where the contents of the game are expressed. Scenario planing brings the result of the game scenario. scenario planning is the draft for game development. The circumstances of gaming today, from the company which produce games to the academic world which educate game development, do not have planning for their game scenarios. A habit that many Korean game developers have is to just insert a rough scenario into a game or even worse no proper form for one at all. The Purpose of this book is to simply search for a scenario planning method and suggest the contents for game planning. paper, we researched technical considerations in initial game software planning, focusing on platform, game engine, game service, network infrastructure.

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Development of the Training System for Equilibrium Sense Using the Unstable Platform (불안정판을 이용한 평형감각 훈련시스템 개발)

  • Piao, Yong-Jun;Yu, Mi;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.8 s.173
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    • pp.192-198
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    • 2005
  • In this paper, we propose a new training system for the improvement of equilibrium sense using unstable platform. The equilibrium sense, which provides orientation with respect to gravity, is important to integrate the vision, somatosensory and vestibular function to maintain the equilibrium sense of the human body. In order to improve the equilibrium sense, we developed the software program such as a block game, pingpong game using Visual C++. These training system for the equilibrium sense consists of unstable platform, computer interface and software program. The unstable platform was a simple structure of elliptical-type which included tilt sensor, wireless RF module and the device of power supply. To evaluate the effect of balance training, we measured and evaluated the parameters as the moving time to the target, duration to maintain cursor in the target of screen and the error between sine curve and acquired data. As a results, the moving time to the target and duration to maintain cursor in the target was improved through the repeating training of equilibrium sense. It was concluded that this system was reliable in the evaluation of equilibrium sense. This system might be applied to clinical use as an effective balance training system.

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • Fashion & Textile Research Journal
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    • v.25 no.1
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

Flexible Development Architecture for Game NPC Intelligence to Support Load Sharing and Group Behavior (게임NPC지능 개발을 위한 부하분산과 그룹 행동을 지원하는 유연한 플랫폼 구조)

  • Im Cha-Seop;Kim Tae-Yong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.2 s.308
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    • pp.40-51
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    • 2006
  • As computer games become more complex and consumers demand more sophisticated computer controlled NPCs, developers are required to place a greater emphasis on the artificial intelligence aspects for their games. The platform for game NPC Intelligence Development should support real-time, independence, flexibility, group behavior, and various A.I to NPC that are reactive, realistic and easy to develop. This paper presents an architecture to satisfy these criteria for the platform of game NPC intelligence development. The proposed platform shows the higher performance than existing platform through the load sharing, and it also has some advantages which are supporting the various AI techniques, efficient group behavior, and independence to develop NPC intelligence.

Optimization lobby UI proposal of Mobile baseball manager game (최적화 로비 UI 제안 - 모바일 야구 매니저 게임을 중심으로 -)

  • Ryu, In-Seok;Kim, Tae-Gyu
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.67-76
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    • 2020
  • This study analyzes the lobby UI of the baseball manager game based on the mobile platform and proposes an optimized lobby UI. The UI layout-based detailed icons and button interactions in the four game lobbies are compared and analyzed by comparing and analyzing the common points and differences to finally calculate the optimized UI composition. Furthermore, based on the analysis, we intend to propose a lobby UI optimized for user-centered design.

A Study on the Technology Tendency for Mobile 3D Game Engine (모바일 3D 게임엔진 기술동향 연구)

  • Ko Byeong-Hee;Kim Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.19-24
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    • 2005
  • Mobile game market is now developed to 3D game service environment from existing 2D game, low storage capacity, by alteration of platform, demand of related enterprises, and appearing game phone as well as game portal site. This paper analyses keynote of 3D game engine in comparison with examples of mobile 3D game engine, using commonly in the inside of outside of country.

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A Study on the Complementation of Play Differences by Platform in Cross-Platform PVP (크로스 플랫폼 PVP의 플랫폼 별 플레이 차이 보완에 관한 연구)

  • Eun-Ju Ko;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.129-132
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    • 2023
  • 본 논문은 다양한 플랫폼에서 동일 계정으로 호환이 가능한 게임들이 늘어나고 있는 추세이다. 크로스 플랫폼을 이용하는 다양한 계층의 유저 유입을 만들어 내기 위해서 플랫폼 간의 호환 차이를 줄이는 것은 필수적이다. 플랫폼에 따른 플레이 차이는 크게 UI, 조작 밸런스 시스템 등에서 찾아 볼 수 있으며, 이를 해결하기 위해서 플랫폼에 따라 UI 디자인 재배치, 조작 차이를 줄이기 위한 밸런스 시스템 추가, 다른 플랫폼 사이의 경재 제한 등이 필수적으로 더 나은 방향에 대해서 제시해본다.

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