• Title/Summary/Keyword: 기대게임 수

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Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

The Analysis on Brand Marketing Strategy of Mobie Game (<펜타스톰> 모바일 게임의 브랜드 마케팅 전략 분석)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.194-196
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    • 2017
  • is a MOBA game developed by 2015 at the Tentent's Tianmei Studios. The operation of the game was very successful, ranking first in the global mobile gaming revenue list in May 2017. However, most of the discussion about this game are the moral critique of game addiction. In fact, a game's success is closely related to the Marketing strategy beyond the contents of the game. This research using a neutral point of view to see the communication modes of during the early, development and outbreak period, analyze the integrated marketing communication strategy (IMC) through the method of case study, and concluded that the key to the success of IMC is the flexible use of various communication methods to achieve a three-dimensional offensive according to the famous Synergy Theory. It is also hoped that this article will be helpful for practitioners to realize the importance of Publicity and promotion of other game products.

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Proposal for Technical Review of Adult Arcade Game (성인용 아케이드게임 기술심의 제안)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.553-555
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    • 2013
  • Game Rating Board(GRB) of Korea set up in 29 October, 2006 has been 7th years and it will disappear in 23 November, 2013. For the first time the 'GRB' of Korea has the goal which held the nonofficial transfer of rating classification for game. But it had the justification which become more distant from the nonofficial transfer due to the affairs of 'See Story' in August, 2006. As a result, because of rapid normalization of game rating rather than the systematic transfer from 'Video Rating Board' of Korea cause no preparation of scientific professional rating review. It showed the entry-level appearance though stressing profession from the beginning of setup. Specially more transaction expense were increased because of no consistency and predictability for game review. However, it could be overcome by preparation for definite global standard and scientific rating system. Consequently technological possibility of BMM Korea based on 'Gaming Laboratory Institute(GLI)' standard expected to be alternative in the technical review of the adult arcade game.

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Music Factory : A Composition and Listening System based-on Web Databases (뮤직 팩토리: 웹 데이터베이스를 기반으로 한 작곡 및 청음 시스템)

  • Son, Hayeseul;Jung, Su-Jin;Bae, Myung-Sook;Ahn, Hoo-Young;Park, Hwa-Jin;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.9-16
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    • 2010
  • Recently, needs and interests that people want to create their digital contents in ubiquitous environment are growing fast. Among the digital contents, people are also interested in the music contents. However, it is hard to find a system which manages and shares music contents easily. The paper proposes a system that provides a composition function for music, a mixing function for music, and a function for ear training. The contributions of the paper are as follows. First, the paper provides a music management system which enables music compositions, listening function of music, searching functionalities. Second, the paper introduces a function of mixing drum sound for managing rhythms. Third, the paper provides game contents which improve senses of music. The proposed system is expected that enables users composite music in ubiquitous environment, provides rich functions for compositions, and improves senses of music.

Gesture Recognition based on Motion Inertial Sensors for Interactive Game Contents (체험형 게임콘텐츠를 위한 움직임 관성센서 기반의 제스처 인식)

  • Jung, Young-Kee;Cha, Byung-Rae
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.262-271
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    • 2009
  • The purpose of this study was to propose the method to recognize gestures based on inertia sensor which recognizes the movements of the user using inertia sensor and lets the user enjoy the game by comparing the recognized movements with the pre-defined movements for the game contents production. Additionally, it was tried to provide users with various data entry methods by letting them wear small controllers using three-axis accelerator sensor. Users can proceed the game by moving according to the action list printed on the screen. They can proceed the experiential games according to the accuracy and timing of their movements. If they use multiple small wireless controllers together wearing them on the major parts of hands and feet and utilize the proposed methods, they will be more interested in the game and be absorbed in it.

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HSM(Hierarchical State Machine) based LOD AI for Computer GamesS (게임을 위한 계층적 상태 기계 기반의 인공지능 LOD)

  • Seo, Jinseok
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.143-149
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    • 2013
  • Many researchers and developers take a greater interest on the LOD AI techniques as users demand more elaborate and sophisticated game AI in recent years. However, contrary to the traditional geometry LOD, existing LOD AI techniques can be used only to a limited extent. Therefore, in this paper, I propose an LOD AI technique, which uses HSM(Hierarchical State Machine) and the Lua script language as the method to control game objects. Using the proposed approach, we can easily produce multilevel AI models for LOD and design various objects without hard-coding state machines. Moreover, in order to show the effectiveness of the presented technique, this paper exemplifies the results of the efficiency test through the prototype engine.

Effects of Parenting Attitude and Youth's Subjective Class Identification on Game Addiction (부모의 양육태도와 청소년의 주관적 계층감이 게임중독에 미치는 영향에 관한 연구)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Chul;Ryu, Seoung-Ho;Jeong, Eui-Jun
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.53-64
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    • 2013
  • This study investigated how parents' parenting attitude and youth's subjective class identification influence on game addiction. Total 177 youths from 16 to 24 participated an online survey. According to the results, parents' excessive expectation and youths' high level of self-control were associated with low level of game addiction. We divided a total into two groups; low subjective class identification group vs. high subjective class identification group based on the subjective class identification(SCI) scores. In low SCI group, excessive expectation and high level of self-control were associated with low level of game addiction. On the contrary, in high SCI group, only interference was associated with low level of game addiction. Parents' certain parenting attitude variables and individuals' level of SCI is strongly related to addictive use of game media and other various type of new media.

Proposal Research for Character's Physical Change System in Space Survival Game through Literature Review (문헌검토를 통한 우주 생존 게임에서 캐릭터의 신체 변화 시스템 제안 연구)

  • Seong-Jin Han;Min-Je Jang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.1-7
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    • 2024
  • In this study, in order to analyze physical changes that occur in real space in a survival game set in space and effectively apply this to the game, we investigated changes in the body exposed to a weightless environment based on literature on physical changes that occur in space. In addition, survival elements were derived by analyzing the system of survival games registered on the global platform STEAM. Based on the results obtained, a survival system was constructed so that it could be practically applied to a survival game set in space, and a method was designed to apply survival elements related to actual physical changes. Therefore, this study is expected to be used as a way to apply scientific facts as a survival factor for player characters when producing survival games set in space.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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The Effect of Brand Reputation on Stock Price: Focused on Game Firms (브랜드 평판이 주가에 미치는 영향: 게임 기업을 중심으로)

  • Rhee, Chang Seop;Rhee, Hyunjung;Woo, Sohee
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.1-11
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    • 2019
  • Recently, the importance of not only financial factors from financial statements but also non-financial factors such as consumers' evaluation and loyalty to game content is more emphasized when assessing the value of game companies. In this study, we suggest the brand reputation index as an appropriate measure of a game company's valuation and examine the effect of the brand reputation on game companies' stock price using the observations of Korean major 30 game companies. From the empirical results, we find that there is a significantly positive association between the brand reputation index and the game companies' stock price. This explains that the brand reputation of game companies can directly affect their firm value. The findings are expected to contribute to capital markets and academia as they have presented empirical evidence of the importance of brand reputation as a non-financial measure for the valuation of game companies.