• Title/Summary/Keyword: 게임역량

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Proposal of Game Programming Education Model for Collaborative Problem Solving Ability and Computational Thinking (협력적 문제해결력 및 컴퓨팅 사고력을 위한 게임 프로그래밍 교육 모델 제안)

  • Han, Jeong-Min;Yi, Soyul;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.29-31
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    • 2018
  • 복잡다단한 현대사회의 문제들을 해결하기 위해 필요한 역량으로 컴퓨팅 사고력과 협력적 문제해결력을 들 수 있다. 이를 위해 초등학생을 위해 소프트웨어 교육은 이 두 가지 역량을 키워줄 수 있는 교육 내용과 방법을 제공하여야 한다. 본 연구에서는 게임 소프트웨어 개발이라는 소재를 가지고 학생들에게 게임의 기획자와 개발자의 역할을 부여해 추상화 및 자동화의 과정 속에서 일어나는 의사소통을 통해 협력적 문제해결력을 향상시킬 수 있는 교육 모델을 제안하고자 한다.

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A Basic Study on the Development of Functional Games for University Lectures - Focusing on clinical reasoning capabilities (대학 강의용 기능성게임 개발 기초연구 - 임상추론역량을 중심으로)

  • Seo, Hee-Kyung
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.65-74
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    • 2019
  • This study presented specific alternatives for the use of digital storytelling elements as college education and provided basic data for future Serious games to be more popularized and used as reference materials in various academic circles by considering the criteria for the quality evaluation of game contents, which had been pointed out as limitations of functional games. In particular, the factors to be considered were mainly in developing functional games to learn the clinical reasoning process.

The effect of creativity, absorptive capacity and strategic orientation on the distribution strategy of foreign market entry : Focused on Game Industry (해외시장 진입전략에서 창의성과 흡수역량, 전략적 지향성이 미치는 효과에 대한 연구: 게임산업을 중심으로)

  • Park, Young-Eun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.29-62
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    • 2014
  • Game industry, one of cultural-content industry which is considered as a typical knowledge-based industry and creative industry, is not like the overseas expansion of traditional manufacture, and has different strategy and performance of export expansion through product or project-based strategy. Therefore, it should be approached by each content unit, and necessary to look at the factors that make their decision makings of foreign market entry vary. This study focuses on discovering creativity, absorptive capacity and strategic orientation(market orientation and innovation orientation) which affect the difference of distribution's decision making of entry into foreign market in game industry This paper examined 252 cases of online games in order to investigate creativity, absorptive capacity and strategic orientations for each foreign market and what entry type(among licensing, joint distribution, exclusive distribution) they chose according to the products developed in team level. This helps us analyze the factors affecting market orientation and innovation orientation in the perspectives of creativity and absorptive capacity in comprehensive way, and notice the phenomena which use different foreign distribution strategy though there are company incorporated abroad and their results. This study supplements the limit of the existing Resource-Based View, Resource-Dependent View, and traditional international business theories such as Transaction Cost Theory or OLI Paradigm(Eclectic Framework), and proves how company could reduce asymmetry of uncertainty and information in creative industry and whether they accomplish successful overseas expansion according to strategic orientations.

Effects of Game Development Organization on Game Development Result (게임개발 조직의 특성이 게임개발 성과에 미치는 영향)

  • Baek, Seunghee
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.83-94
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    • 2018
  • This study is to find out how to improve the efficiency of game development by analyzing the effects of the characteristics of game development organization on game development performance. The characteristics of the game development organization were set as independent variables, consisting of game project management characteristics, PM characteristics, game development team characteristics, and organizational culture. Game performance is divided into game project performance and game development final performance. As a result, the characteristics of the four game development organizations were found to be a significant factors in the game project performance and game development final performance. This study suggests that the environment that can focus on game development and appropriate management education for managers are needed to enhance the competence of members in game development team.

The Inter Industrial Competency Analysis of Game Industry and Character Industry (국내 문화콘텐츠산업의 연관산업 역량분석 -게임산업과 캐릭터산업을 중심으로-)

  • Kim, YeonJeong
    • Journal of Korea Technology Innovation Society
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    • v.16 no.4
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    • pp.1187-1204
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    • 2013
  • The purpose of this study is to analyze the industry infra competence status between game and character industry and to investigate relational industry cluster by LQ index. Applying to relative LQ index was no. of company, the no. of employee and the amount of revenue of 2012 years between game industry and character industry. The regional cluster block composed of metropolitan block (Seoul, incheon & Kyunggi area) and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region). The results of this research are as follows. First, the competency level of the quantity estimation of game industry and character industry highly concentrated to Seoul, Incheon & Kyunggi block. In case of the inter industrial competency analysis including metropolitan block, the high competency level indicated among metropolitan block, kangwon, dongnam and jeju region. In case of except metropolitan, dongnam and jeju region indicated high OSMU possibility between two industry. The contribution of this research was assessment of regional game and character culture contents' industry competences. And this research suggested fact based quantitative analysis of OSMU accessibility and validity of game and character industry's competence.

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The Relative Importance and Priority of Game Contents Industry Policy (게임콘텐츠산업정책의 우선순위에 대한 연구)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.55-66
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    • 2019
  • This research studied how game contents related experts recognize the transition of contents industries in intellectual information era. This study also studied experts' priorities of evaluation elements in contents industry policies. For this, Analytic Hierarchy Process was utilized to analyze the relative importance and priorities of evaluation elements in contents industry policies. According to the analysis, the order of priorities was 'strengthening content technology', 'training content experts', 'improving the contents-related system' and 'strengthening content usage and consumer safety'. Also, in complex importance analysis, 'strengthening R&D system for content' was gauge as the most important element. In the analysis about each related group's thinking, industries and policy institutes considered 'strengthening content technology' important and academia evaluated 'training content experts' as the most important one.

A Study on the Effect of an Educational Entrepreneurship Simulation Game (교육용 창업 시뮬레이션 게임의 효과에 관한 연구)

  • Shim, Jae-Hu;Choi, Myeong-Gil
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.655-658
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    • 2010
  • 역량 있는 창업가를 양성하기 위한 체계적인 창업교육의 중요성이 강조되고 있으며, 강의 중심의 창업교육을 보완하거나 대체할 수 있는 수단으로서 창업 시뮬레이션 게임이 제안되고 있다. 이 연구는 창업교육 현장에서 활용될 수 있는 창업 시뮬레이션 게임을 제안하고, 참가자의 창업가적 자기 유능감, 창업에 대한 태도 등 다양한 변수를 시뮬레이션 게임 실시 전과 실시 후에 각각 측정하여 분석함으로써 창업 시뮬레이션 게임의 교육적 효과를 검증한다. 분석 결과, 사업계획 수립과 관련된 자기 유능감과 창업에 대한 태도가 시뮬레이션 게임 실시 후에 변화되었음을 알 수 있었다. 이 연구는 시뮬레이션 게임 방식으로 창업과정을 간접 체험하는 것이 교육적으로 효과가 있다는 점을 밝혔다는 점에서 의의가 있다.

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ITRC탐방 / 아주대학교 게임 애니메이션 센터

  • Sin, Jong-Hun
    • Digital Contents
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    • no.4 s.119
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    • pp.74-77
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    • 2003
  • 정보통신부는 지난 2000년부터 IT 연구분야 인력양성사업의 일환으로 전국의 IT분야 대학연구센터 중에서 우수한 센터 32개를 ITRC(Information Technology Research Center)를 선정, 집중적인 지원을 해 오고 있다. 이 사업의 목적은 석·박사급 고급인력이 결집돼 있는 대학의 IT분야 연구역량을 강화해 IT산업 발전에 필요한 핵심 기반 기술을 전략적으로 연구하고, 관련 전문인력을 집중 육성하고자 함에 있다.이에 월간 <디지털콘텐츠>는 32개 ITRC 가운데 디지털콘텐츠와 관련된 4개 ITRC(아주대 게임애니메이션센터, 연세대 차세대방송기술연구센터, 이화여대 컴퓨터그래픽스/가상현실연구센터, 동신대 멀디미디어콘텐츠연구센터)에 대한 탐방기사를 게재할 예정이다. 그 첫번째로 아주대학교 '게임애니메이션센터'를 취재했다

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The Graphic Designer's Competency in Convergence of Outsourcing Game Development (융복합적 외주 중심 게임개발 환경에서의 그래픽 디자이너 필요역량)

  • Ahn, Duck-Ki;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.257-265
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    • 2015
  • The outsourcing has become a general part of the convergence in modern game development process for generating a higher profit margin. This study examines and defines the work competences required for the game graphic designers in a collaboration performance of outsourcing. In this study, we introduce the basic concept and advantages of the outsourcing and extend prior work on identifying three work competencies of graphic designers. We conducted in-depth case studies of outsourcing system used by North America's major game developer. The findings from this study offer insights into the essential core competencies expected for graphic designers, providing effective guideline from the practical perspective.

A Study on Socio-cultural Functions of Game-Making Events (게임개발대회의 사회문화적 기능에 대한 연구)

  • Ma, Eunjeong;Choi, Sung-Youn
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.77-90
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    • 2019
  • This paper discusses the shaping of game culture and the socio-cultural functions of game-making events based on co-production ideation by meta-analysis. Research has shown that the experience in this event helps to reshape the perception of the game culture, which eventually will lead to the extended meanings of game culture. It can also be seen that the game-making event serves as an educational platform for building the next generation competencies.