• Title/Summary/Keyword: Cross-Platform Game

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Developing Formal Framework for Cross-Platform Based Mobile Game Process (크로스 플랫폼 기반의 모바일게임 개발을 위한 정형 프레임워크 개발)

  • Choi Jaejun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.147-154
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    • 2023
  • With the recent popularity of smartphones, many games are being developed on mobile-based platforms. As a result, it has brought about many changes in the way mobile game is developed. Especially mobile platforms, which are divided into Android and IOS, can now be applied to each platform without additional development through cross-platform. This means that it is necessary to move away from the method of developing each using separate development tools and implement the development process through cross-platform unique features. In this paper, we studied various methods to increase the productivity and quality of game development for the development of mobile games, and a formal framework considering the development process was developed. The framework consists of process, development domain, and platform support parts, each playing its own role. Items of the detailed framework must be reflected so that detailed response data for efficient application of game development can be established in actual mobile game development. The framework was developed by approaching it from two domains, the need for a framework and the framework implementation of key item response data.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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Cross Platform Game Development Environment for PMP (PMP(Portable Multimedia Player)를 위한 크로스 플랫폼 게임 개발 환경)

  • Lee, Ya-Ri;Kim, Jung-Sook
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.377-383
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    • 2007
  • The existing PMP contents have been usually providing moving picture services. However the rapid increasement by users of mobile equipment brought the need for multipurpose convergence, it is needed to develop the appropriate contents as these products appear. In this paper we designed the easy development environment for game contents that provide limited killer services. Game with the limited PMP input devices as a variety of portable input devices are developed and the equipment function of PMP itself is enhanced, its field of application will be further extended. So, we will design cross platform game development environment for PMP that is able to give friendly and valuable game contents to PMP users.

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Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

A Study on the Complementation of Play Differences by Platform in Cross-Platform PVP (크로스 플랫폼 PVP의 플랫폼 별 플레이 차이 보완에 관한 연구)

  • Eun-Ju Ko;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.129-132
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    • 2023
  • 본 논문은 다양한 플랫폼에서 동일 계정으로 호환이 가능한 게임들이 늘어나고 있는 추세이다. 크로스 플랫폼을 이용하는 다양한 계층의 유저 유입을 만들어 내기 위해서 플랫폼 간의 호환 차이를 줄이는 것은 필수적이다. 플랫폼에 따른 플레이 차이는 크게 UI, 조작 밸런스 시스템 등에서 찾아 볼 수 있으며, 이를 해결하기 위해서 플랫폼에 따라 UI 디자인 재배치, 조작 차이를 줄이기 위한 밸런스 시스템 추가, 다른 플랫폼 사이의 경재 제한 등이 필수적으로 더 나은 방향에 대해서 제시해본다.

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Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

Analysis of Security Requirements for Session-Oriented Cross Play Using X-box (X-box를 이용한 Session-oriented Cross play에 대한 보안 요구사항 분석)

  • Kim, Dong-woo;Kang, Soo-young;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.1
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    • pp.235-255
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    • 2019
  • Recent technological advances and industry changes, the game industry is maximizing fun by supporting cross-play that can be enjoyed by different platform users in PC, Mobile and Console games. If the boundaries are lost through the cross play, unexpected security threats can occur due to new services, even if existing security is maintained above a certain level. The existing online game security researches are mostly fraud detection that can occur in PC and mobile environment, but it is also necessary to study the security of the console game as cross play becomes possible. Therefore, this paper systematically identifies the security threats that can occur when enjoying cross play against console game users using STRIDE and LINDDUN threat modeling, derives security requirements using the international common evaluation standard.

A Study on Effective Methods for Launching Mobile Platform Games in Console and PC Platform Games (콘솔과 PC 플랫폼 게임에서 모바일 플랫폼 게임 출시를 위한 효과적인 방안에 관한 연구)

  • Min-Cheol Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.141-143
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    • 2023
  • 콘솔 및 PC 게임이 모바일 플랫폼으로 진출하는 경우 기존에 출시했던 플랫폼과 다르게 모바일 플랫폼에 맞는 조작, UI, 과금 정책 등의 다양한 부분을 고려할 필요가 있다. 모바일 플랫폼의 화면 크기 조작의 한계를 반영해 전투, 퀘스트 진행, 파티 조합, 장비 장착, 캐릭터 육성 등 게임 플레이 전반의 자동 시스템을 구축해 유저에게 조작 편의성을 제공할 필요가 있다. 또한 기존의 유료화 게임 형태의 판매 전략에서 부분 유료화의 전환에 따른 기존의 유저가 느낄 수 있는 과금 거부감을 해소하기 위해 시즌 패스, 월정액 시스템 등을 도입해 소 과금으로 유저들에게 게임 내에서 만족감을 느낄 수 있도록 하는 것이 중요하다. 본 논문에서는 게임의 일회적인 판매량이 매출에 영향을 주는 것과 다르게 주기적인 유저들의 접속(DAU, MAU)에 따른 과금 정도가 매출 및 게임 순위 등에 영향을 주게 된다. 따라서 꾸준한 업데이트와 이벤트 제공을 통해 기존 유저들이 장기적으로 게임에 접속하도록 유도하고, 신규 유저들이 게임에 유입될 수 있도록 하는 과정과 같은 발전 방안을 제시해 본다.

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.