• Title/Summary/Keyword: 게임전략

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A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

An Assessment System Model for Game Satisfaction Degree to Establish Game Development Strategy (게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구)

  • Ham Hyung-Bum;Lee Yang-Sun;An Chang-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1630-1638
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    • 2004
  • The ultimate purpose of game production is to make a game which satisfy game players and to sell maximum of products. In this paper, we suggest an assessment system model which can evaluate game satisfaction degree quantitatively, for preparing foundations that can make games which the suppliers and demanders of game business want. For it, we computed weight of constituent factors for game with AHP method based on survey, and quantified degree of satisfaction for genre of games to score. Also we analyzed affective factors for game satisfaction by SEM using LISREL software. In result, the greatest affective factor for game satisfaction is fun. For making the game with high degree of satisfaction, we propose that constructive investment and enough technology for fun are needed.

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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 dual characteristics play of Pokémon game (<포켓몬스터>게임 플레이의 이중적 특성 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.63-70
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    • 2017
  • It has been a year since the $Pok{\acute{e}}monGo$ has been released. Over the past year, the $Pok{\acute{e}}monGo$ have become a social phenomenon. This study analyzes the dual characteristics play of the original $Pok{\acute{e}}mon$ game. The Pocket Monster game, which has both casual and hardcore capabilities, has a broader player base and enjoys popularity for 20 years, satisfying the requirement of easy and convenient access, which is an advantage of casual games. In addition, the rating battle system of $Pok{\acute{e}}mon$ game turns casual play into hardcore play. In this paper, we analyze the dual play characteristics of longevity games such as Pocket Monsters, and propose strategies and directions for game development that can survive long term in the competitive game market.

A Study on the Difference of Strategies for Conflict Resolution between Rural Residents and Urban-to-Rural Migrants (게임이론에 근거한 농촌원주민과 귀농·귀촌인 간 갈등해결 전략차이 연구)

  • Kim, Tae-kyun;Park, Sang-hyeok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.2
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    • pp.151-163
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    • 2019
  • In recent years, as the population of ear and aged villages has increased, the problem of conflict between rural residents and urban-to-rural migrants has been widespread. For successful rural community, such conflict resolution is more important than anything else. However, if we look at previous studies. It is true that there are many studies that focus on people who are not rural residents or urban-to-rural migrants. This study was conducted to find out the difference of strategies for conflict resolution between rural residents and urban-to-rural migrants. This study derives the factors of conflict based on the contents of previous studies, To see the difference, five strategies were used from the response strategies that were used in the 'Computer Prisoner's Dilemma Contest' held by Axelrod (2009). I would like to know what kind of strategies of rural residents and urban-to-rural migrants. All analyzes were done using SPSS 22.0 for Windows, and the results of each conflict resolution analysis showed that the indigenous conflicts were low All. Among the causes of conflict, the highest level of conflict was caused by the 'rural residents who did not understand urban culture'. The strategy is the most used, followed by tit for tat Strategy, and all-c strategy, in that order. However, It is not uncommon for employers to use a work-type strategy, and it can be seen that the strategy changes depending on the cause. As can be seen from the above results, The conflict resolution strategies are almost similar strategies. It can be seen that conflict resolution strategy is used differently according to personality. The purpose of this study is to investigate the differences in conflicts in the rural areas. In particular, it is meaningful to examine the choice of solution strategies based on game theory through reviewing prior research and eliciting actual conflict factors in the field. Successful rural settlement can be achieved not through stakeholder competition but through mutual cooperation by gaining cooperation to the other side. Mutual cooperation is more profitable than betrayal in various conflict situations. The secret to maintaining and communicating smoothly is not to use the other person to fill his or her selfish interests, but to reject it for profit, but to draw cooperation from the other party.