• Title/Summary/Keyword: 인디게임

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A Study on the Limits and Improvement Methods of Korean Indie Game Development Policy (국내 인디게임 육성정책의 한계 및 개선방안에 관한 연구)

  • Choi, JoongBin;Kim, SunYoung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.25-36
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    • 2019
  • The Indie Game market is emerging as a niche for game startups. We analyzed policy cases related to indie games in local governments, and the private sector to suggest ways to improve the Indie Game market. As a result, the problems of Indie Game-related policies resulted in lack of market research and success case analysis, lack of manpower training program, accelerator program, and public-private cooperation project. To build an Indie Game ecosystem, we proposed the necessity of establishing an effective promotion system through cooperation between the local government and the state.

The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

A Study on Using case of Bible character In the game Series (게임 시리즈 내 성경 속 캐릭터 활용사례 연구)

  • Shim, Sang-Uoo;Kim, GongSook
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.493-494
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    • 2018
  • 인디게임 시리즈의 게임 캐릭터 디자인의 특징에 대해 연구하였다. 성경 속의 캐릭터를 중심으로, 게임 내부에서 어떠한 모습으로 특정되고 구현되었는지를 알아보고, 신화적 텍스트를 이용한 게임들이 지향해야 할 방향을 제시하였다.

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A Study on the Success Strategy of Early Access Games (얼리액세스 게임의 성공 전략에 관한 연구)

  • Jang, Joon-Hee;Lim, Hyeong-Chul;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.685-688
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    • 2020
  • 본 논문에서는 게임 개발의 한 형태이자 새로 도입된 개발 형태 중에 가장 떠오르고 있는 얼리액세스 개발 형태에 대해 서술하며, 얼리액세스 개발 방식의 공통적인 성격과 성공했던 게임들의 사례를 통해 앞으로 게임 개발자들에게 지양해야 할 부분과 반영해야 할 부분을 통해 소비자들에게 어떤 방식으로 접근해야 효과적으로 다가갈 수 있으며, 어떤 방향의 개발을 거쳤던 게임이 흥행하지 못했는지를 연구, 분석을 통해 얼리액세스 만의 방식을 통해 개발자, 소비자 모두를 충족시킬 수 있는 전략을 제시하고자 한다.

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S.O.S : Shield of Steam Protection Based on API Call Birthmark in Online Game ESD DRM (S.O.S : Shield of Steam API 콜 버스마크 기반의 온라인 게임 ESD DRM 보호)

  • Oh, Dong Bin;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1297-1307
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    • 2018
  • The rise of Online game ESD(Electronic Software Distribution) like Steam, the method of game piracy are more diversified. In Online Game ESD, Software DRM is applied to game because we have to play in offline situation, but it is easily bypassed due to low security level. In this study, we analyze crack files of pirated games to learn how to bypass Steam DRM and to establish countermeasures for based on API call birthmark. The generated birthmark showed more than 85% resilience in representing crack groups and 95% credibility in detecting cracked games. With this study, it is possible to enhance the security of the online game Electronic Software Distribution platform, and to provide a high level of game piracy protection for indie game developers, especially those who can not purchase Third Party DRM to protect their own games.

국산 온라인게임, 중국시장 재도약 시도

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.8 s.147
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    • pp.84-85
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    • 2005
  • 지난해 말부터 중국수출에 어려움을 겪어왔던 국내 게임업체들이 중국시장을 향해 재도약에 나섰다. 네오위즈, 엔도어즈, 인디21, 미리내엔터테인먼트 등 국내 게임업체들은 지난달 21일부터 24일까지 3일 동안 열린 중국 게임전시회‘차이나조이(China Joy)’ 에 참가, 국산 온라인게임의 최대고객인 중국 게이머들의 유혹에 나섰다. 이와 함께 한국소프트웨어진흥원은 베이징과 상하이에서 수출 상담회를 개최해 중국의 많은 업체들로부터 상담요청 및 계약을 성사시켰다.

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