• Title/Summary/Keyword: 게임개발기업

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Flow Experience of Digital Contents: Focusing on the Case of Online Games (디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.209-216
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    • 2010
  • The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Motion-based dance game's effect on the balance ability of the elderly Women (체감형 댄스게임이 여성노인의 균형능력에 미치는 효과)

  • Lee, Ji-Seol
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.73-80
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    • 2018
  • The purpose of this study was to investigate the effect of motion-based dance game on static and dynamic balance in elderly women. The participants were randomly divided into 2 group, Motion Based dance game group(n=10), control group(n=10). After they were divided into an Motion Based dance game group and a control group the Motion Based dance game group participated in six-week period of time, three times a week, 60 minutes each, and the control group didn't exercise outside of their daily lives. To evaluated the balance ability of exercise, it was evaluated by using Berg Balance Scale(BBS), Functional Reach Test(FRT), Timed Up and Go test(TUG). The data was analysis using a paired t-test and independent t-test to determine the statistical significance. The results of this study between BBS, FRT, TUG and Motion Based dance game group had statistically significant difference rather than control group(p<.05). In conclusion, the Motion based Dance Game showed improvement on the balance ability in the elderly. Regular maintenance of the Dance Game "Dance Central" program for the elderly will assistance improve the balance. Consequently, studies on the development of dance games suitable for the elderly are believed to be necessary.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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A Study on the Prevention of Consumer Problems of Mobile Game In-app Payment (모바일게임 인앱결제 소비자피해 예방을 위한 연구)

  • Koo, Hye-Gyoung;Kim, Min-Ji;Kim, Su-Yeon;Seo, Do-Yeon;Yang, So-Hyeon;Lim, Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.93-105
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    • 2019
  • This study want to identify problems related to mobile in-app payment from the perspective of consumers and suggest ways to solve them. Three scenarios have been developed to achieve the objectives of this study. This suggests the situation of in-app payment problem that consumers often experience. Then 323 consumers in their 20s and 30s read the scenario, identified the problem in each situation and assessed who was responsible. Consumers were aware of in-app payment problems due to problems with in-app payment readability, problems with app market responsibility, problems with responsibility of game companies, and problems of consumer responsibility. And different consumers had different levels of assessment on the problem of in-app payment. According to the research, consumers have high demand for improvement of the lack of readability in related laws, including strengthening the readability of the in-app payment indicator. In addition, the company confirmed the importance of cooperative efforts by consumers, businesses, and the government due to high consumer expectations for the role of the distribution company App Market other than the content developer game company.

Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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Recent Trends of Flip Chip Bonding Technology (플립 칩 본딩 기술의 최신 동향)

  • Choi, K.S.;Lee, H.;Bae, H.C.;Oem, Y.S.
    • Electronics and Telecommunications Trends
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    • v.28 no.5
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    • pp.100-110
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    • 2013
  • 플립 칩 본딩 기술은 1960년대에 개발된 기술이지만 가격 경쟁력, 경박단소(輕薄短小)의 부품 구현, 뛰어난 전기적 특성으로 인해 최근에 와서 다시금 주목 받고 있고, 관련 시장이 지속적으로 성장하고 있는 분야이다. 기술 응용 분야로는 스마트 폰, 타블렛 PC 등 개인 휴대 단말기에서 고성능 서버, 게임 컨트롤로 등 다양한 제품을 아우르고 있다. 미세 피치의 경우 관련 시장이 2018년까지 연평균 35%의 폭발적인 성장을 보일 것으로 예측되고 있다. 따라서, 국내외 기업, 연구소, 학계 등에서 활발한 연구 활동이 진행되고 있다. 본고에서는 플립 칩 본딩 기술의 세부 기술을 살펴보며 동시에 피치에 따라 각 세부 기술에 있어 최근에 개발되고 있는 기술 동향을 논의하고자 한다.

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전략경영정보(戰略經營情報)의 효과적 관리(管理)

  • Redman, Louis N.
    • Journal of Information Management
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    • v.15 no.4
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    • pp.189-194
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    • 1982
  • 경기(競技)필름은 팀의 성과(成果)를 평가(評價)하는데나, 어떤 스포츠환경(環境)에서의 의사결정(意思決定)을 위해 하나의 귀중한 자원(資源)이 된다. 경영정보(經營情報)시스팀은 하나의 경영활동(經營活動)을 평가(評價)하는데 있어서 이와 똑같은 목적을 위해 도움을 주며, 소중한 자원(資源)인 것이다. 옛날의 한 금언(金言)을 의역(意譯)해본다면, 문제(問題)는 이겼느냐, 또는 졌느냐가 아니라 어떻게 그 게임을 운영(運營)(management)했느냐 하는 점이다. 잠재력(潛在力)을 평가(評價)하고, 나중의 작전계획(作戰計劃)을 개발 하는데 있어 반드시 기억해 두어야 할 말이다. 우리가 그 시스팀의 욕구(欲求)를 식별(識別)해냈다고 할 때, 성과(成果)가 진정하게 측정(測定)되었는가 하는 것은 기대(期待)에 비해 나타난 결과들을 평가(評價)해봄으로써 판단할 수 있다. 기업경영(企業經營)의 성공(成功)은, 이 비교(比較)가 얼마나 잘 될 수 있는가에 달려있으며, 제자원(諸資源)의 질(質)을 높이고, 새로운 기회(機會)을 개발하는데 있어, 정보(情報)를 얼마나 효과적(效果的)으로 활용(活用)하는가에 또한 달려있다고 하겠다. 잘 정의(定義)돼 있고 초점이 맞는 경영정보(經營情報)시스팀은 이러한 목적(目的)을 위해 필수불가결한 것이라 하지 않을 수 없다.

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A Study on Firm Survival Factors : Focusing on Korean Software Firms (기업의 생존요인 연구 : 국내 소프트웨어 기업을 중심으로)

  • Park, Gangmin;Kim, Jun Youn
    • Journal of Technology Innovation
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    • v.26 no.4
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    • pp.98-121
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    • 2018
  • This article analyzes the survival of Korean software firms from 1995 to 2015 by Cox regression model and product-limit method. The results show that survival rates are different for each sector: IT service, package software, game software and internet service. In addition, firm growth and investment in research and development positively affect software firm's survival, while slack resources negatively affect the software firm's survival. The implication of this study is that characteristics of the software industry and technologies should be taken into consideration in survival strategy of software firms and government policy. Previous research on survival analysis has been mainly conducted in the manufacturing industry or at the special circumstance such as the foreign exchange crisis of Korea in the late 1990s. The contribution of this study is that expanding the survival analysis to software firms in Korea which are becoming more important recently.

Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine (VR/AR 정비교육의 기술동향과 유니티 엔진기반의 API 구현사례)

  • Lee, Jee Sung;Kim, Byung Min;Choi, Kyu Hwa;Nam, Tae Hyun;Lim, Chang Joo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.111-119
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    • 2018
  • National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.