• Title/Summary/Keyword: game story

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A Study on Comic Expression of Social Network Game (소셜네트워크게임의 만화적 표현연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.527-530
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    • 2011
  • This Paper studied out prototype and the structure of comic expression on Social Network Game and started with issues based on SNS(Social Network Service) in Culture Communication. Interaction with the platform have the information that aims to develop relationships with SNG. In a world where the paradigm is changing the game People of all ages, transcending national borders in the mediator role of interaction could have been important. Today SNG is a major topic in Game Contents and this issue has influenced the game design and Story Telling. Under this Situation, this study has a significant meaning because it proves that the factors Comic Expression in game is analyzed by SNG.

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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 Study on the Cartoon Style in Digital Game (디지털 게임에 나타나는 만화적 표현양식 연구)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.25-35
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    • 2011
  • This study finds out the types and meanings of the cartoon style in digital game. First, this study suggests two types, visual sign and aural sign. The cartoon style of visual sign signify denotative means, that helps user's instant gaming experience. Meanwhile the cartoon style of aural sign strengthens user's identity and immersion. Also it delivers background story of the game. These significations implies the semiological meanings of the cartoon style in digital game, and this study comprehensively handles aspects of the user experience in gaming world, too.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.87-102
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    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

The Impacts of Online Game Reviews' Characteristics on Review Helpfulness: Based on Topic Modeling Analysis (온라인 게임 리뷰의 특성이 리뷰 유용성에 미치는 영향: 토픽모델링을 활용하여)

  • Bae, Sung Hun;Kim, Hyun Mook;Lee, Ui Jun;Lee, Sae Rom
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.161-187
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    • 2022
  • Purpose This study analyzed the topic of game review contents and how the characteristics of game reviews affect the reviews helpfulness. In addition, this study explore the content of game reviews according to the game's sales strategy such as early access strategy and releasing without early access. Design/methodology/approach We collected a list of 3,572 action genre games released in 2020. 58,336 online reviews were collected by random sampling 50 reviews in each games, and topic modeling was performed on those reviews. We dynamized the results of topic modeling and analyzed the effect on review helpfulness with multiple regression analysis. Findings The results of analysis indicate that the longer the review is or the shorter the time it is written, the more helpful the review is. In addition the topic with positive and negative review has a significant effect on the review helpfulness. As a result of exploratory analysis, games from early access had relatively fewer reviews of story-related topics than games that were released without early access. These findings can present direct guidelines for collecting specific opinions from customers in the game industry when releasing games.

The Nature of Gamestorytelling as Action-Narrative (행위서사로서의 게임스토리텔링의 본질)

  • Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.31-42
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    • 2011
  • This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.

Development of a Story Based on RPG Game (스토리 형식의 RPG 게임 개발)

  • Yoon, Dae Hyun;Kim, Soo Kyun;Park, Dong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.221-222
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    • 2020
  • 본 논문은 유니티 엔진을 이용하여 3인칭 육성 게임을 개발하는 것을 목표로 한다. 본 개발 게임에서는 인간족과 오크족으로 나누고, 인간족은 오크족에게 오크족은 인간족에게 대응하기 위해서 자신의 능력을 키우는 것을 기본 배경 시나리오로 계획하였다. 두 종족의 선택에 맞는 스토리 형식의 퀘스트(Quest)로 중립 몬스터를 격파하여, 이를 능력치로 키울 수 있게 하였다. 본 개발 논문에서는 스토리성 퀘스트를 기본으로 하고 있기 때문에 플레이어가 몰입 하기 쉬운 좋은 조건을 장점으로 하고 있다.

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A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.133-143
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    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

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Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.