• Title/Summary/Keyword: 게임역량

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Technological regime, innovation of game engine as market transaction factors (시장 거래의 요인으로서 게임엔진의 기술체제와 기술혁신)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.59-68
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    • 2009
  • This study empirically analyzes game engine supplier's licensing strategy connected with supplier's technological regime and technological innovation. The results show that game engine supplier's technological regime is heterogeneously differentiated and it's user friendliness increases. "User Friendliness" of supplier's technological regime enables supplier's efficient technological transfer and increases supporting capability. Technological knowledge factors such as modularity of game engine structure, generic capability, codifiability of tacit game engine knowledge and degree of innovation turn incomplete technological market into efficient technological market by increasing supporting capability and by reducing transaction cost.

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Leadership Experience through Guild Activities on Online Games : A Phenomenological Analysis (온라인 게임의 길드 활동을 통한 리더십 경험 : 현상학적 분석)

  • Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.415-423
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    • 2016
  • Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.

A Study on Speciality about Game Software Using CMMI (CMMI 인증을 위한 게임 소프트웨어 특수성 고찰)

  • Kim JeongWoong;Jung HyeJung;Yang HaeSool
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.10a
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    • pp.448-452
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    • 2004
  • 공학적 기반에 의한 소프트웨어 품질 개선에 대한 노력은 역량 성숙도 모델(CMM)에서 특정 프로세스가 정확하게 정의되고, 관리되고, 측정되고, 통제되고, 효과적이게 될 수 있는 방향으로 진행되고 있다. 또한 소프트웨어 엔지니어링 분야에 국한되지 않고 시스템, 인력 분야 등에서의 다양한 역량 성숙도 모델을 바탕으로 프로세스 개선이 이루어지고 있다. 그러나 이는 중복성 등 관리상의 문제가 발생하여 이를 통합(CMMI)하려는 연구가 이루어졌다. 이에 게임 개발 프로젝트의 CMMI 적용 방안을 모색하고 기대되는 개선효과를 논한다.

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BlockChain Technology Core Principle Education of Elementary School Student Using Gamification (게이미피케이션을 활용한 초등학생 블록체인기술 핵심원리 교육 탐구)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.141-148
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    • 2019
  • We proposed a curriculum that can learn the principle of blockchain by using the gamification which can bring up the interest and concentration of the students by connecting the contents of the class with the game. The proposed method is to educate the blockchain in a game format and to solve the problem that can be easily accessed in everyday life by applying the blockchain. By strengthening the thinking ability of computing, By growing information processing capacity, communication capacity, and community capacity, students can naturally enhance their education capacity. It is expected that the blockchain curriculum using the proposed gamification can be used to improve the information curriculum.

A Usability Study on Game Development using University Curriculum (대학 커리큘럼을 통한 게임개발의 사용성 연구)

  • Ahn, Duck-ki;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.331-339
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    • 2019
  • This study is analytical prototype and usability studies centering on game development for game major in university curriculum by the collaboration of professor and students. The study set up the assumption of successful game development throughout the school curriculum initialized by fifteen weeks of time period. In the previous study, we defined the responsibility of positional personnel, and possibilities of current game majored school from both USA and Korea. The study aimed to analyze the productional guideline for the game development courses by conducting a usability survey from the groups of potential participants.

Specialized manpower trainning system for Technology-friendly game graphic designer (기술친화형 게임그래픽디자이너 인력양성 특성화 방안)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.257-262
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    • 2017
  • The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

A Study of Usability Analysis on 'Low-Budget' Mobile Game Development (저비용 모바일 게임 개발사례 분석을 통한 사용성 연구)

  • Ahn, Duck-ki;Kim, Suk-rae
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.355-363
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    • 2019
  • This study is an analytical case study focusing on 'low-budget' mobile game development centered on both short-term development and small-scale collaboration. This study set up the assumption of four months as development period limited by three developers along with step by step productional documentation. In the previous study, we set up the responsibilities of the development personnels to analyze the effective process of the practical production. Furthermore, the study analyzed the usability verification of both advantages and disadvantages for conducting the quantitative survey with developer's feedbacks. The study is to provide the essential guideline for 'low-budget' development group with effective pipeline.