• Title/Summary/Keyword: Game plan

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The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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A Study for Supporting Plan to Revitalizing of Online-Game (온라인 게임 활성화를 위한 지원책 연구)

  • Kim, Jae-Ha;Kim, Jung-Suk
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.53-66
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    • 2014
  • Despite the game market's expanding results from the increase of new users of mobile-game market, online-game market is faced with a stagnation. And the increase of income online-game's market share leads to decline of growth of the domestic online-game market. Online-game's growth potential is still valid, and the domestic online-games are still popular in foreign markets. But if the problem of domestic game market is not overcome, the falling behind in the competition is only a matter of time. The major problem is the lack of support measures and reduced competitiveness. On these issues, this research presents a plan to revitalizing of the online-game.

A Study on the Localization in Vietnam of Mobile Games (모바일 게임의 베트남 현지화 방안에 관한 연구)

  • Jung, Suah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.4
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    • pp.97-106
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    • 2016
  • This study analyzes on localization plans to successfully enter ASEAN market more rapidly growing than over-saturated the Asian or North American mobile game markets based on the Vietnamese market. Vietnamese smartphone market is the fastest growing in ASEAN based on its young aged population of average 28.2 year-old and low 3G service charges. Considering one of the most common activities through smartphones is the mobile game, the smartphone demand increase can be forecasted to be based on the growth of Vietnamese game market. Global strategies for exporting products to the global market can be classified into 'standardization' and 'localization'. From among these, Korean game companies are making profits by localization plan. But the Vietnamese mobile game market still has entry barriers. Therefore, this study is to contribute to Korean mobile game companies' localization plans for the Vietnamese market by finding and supplementing limits of the Vietnamese mobile game market based on literatures and statistics materials.

Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1548-1568
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    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.305-310
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    • 2024
  • The purpose of this study is to implement game content within the generative artificial intelligence module Chat-GPTs, grounded in the humanistic discourse of self-reflection. This content aims to empower the dignity of the silver generation, which has been marginalized by digital technology. Simultaneously, we intend to prototype a digital psychotherapeutic tool. The development of a flexible device that adapts to the silver generation's living environment and temporal constraints is also part of our plan. However, there are still few commercially available products, and digital therapeutics developed in the form of content are virtually nonexistent. The goal is to implement game content that allows the elderly, who have been marginalized by digital technology, to find their true dignity. Simultaneously, we plan to commercialize a prototype of digital psychotherapy that can flexibly adapt to the range of living environments and time constraints of the elderly. This study has been extended based on the game content 'Daily Run' created by Hyein Kwon, an undergraduate student at Kyungil University.

The Development Plan for Serious Game based on Game Production Process (게임 제작 과정 중심의 기능성 게임 활성화 방안)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.761-768
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    • 2013
  • The serious game refers to the game which is combined game's fun with the peculiar object of the field including the education, medical treatment, public, and etc. By doing so, it can help that the learners are able to acquire the knowledge and technology of the relative field with joy. Currently, the serious game of the various fields is launched. However, there are many obstacles in Korea to develop the market. This paper is the research for showing how to overcome these problems. For this purpose, first, this research investigates the present condition of the serious game in the planning and development and marketing viewpoint. Second, the obstacles of the serious game are analyzed. Finally, the methods for solving these obstacles are shown. This paper is helpful for finding out the strategies for solving the obstacles without too much consideration of obstacle elements for serious game development.

Image Identification Plan for SeJong-City Presidential Archives (세종시 대통령기록관 상설전시 연출을 위한 색채·전시사인 계획)

  • Lee, In-Ho;Lee, Heung-Wu;Kyung, Byung-Pyo;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.169-174
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    • 2018
  • The museum, run by the archives, should show historical facts about the president through objective records that are not fully evaluated. The wartime atmosphere should maintain solemnity to highlight the evidential value of records about history, but include an interesting element that allows visitors to come comfortably. It would be possible to accommodate 360 viewers at the same time, and it would be an option to limit the number of visitors considering the operation of weekend events and the donor honor hall. In this study, we established and presented an image integration plan centered on the color plan and the signature plan. Although the real image integration plan is a case study that starts with symbols and logos and is conducted through an integrated and systematic system through the basic design and application design system, it is considered to be a meaningful study in terms of practical use.

A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game (비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로))

  • Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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Performance Evaluation by Frame Discard Methods in Adaptive Bandwidth Allocation Technique for Transmission Plan of Game Moving Picture (게임 동영상 전송을 위한 적응형 대역폭 방법에서 프레임 폐기 방법에 의한 성능 평가)

  • Lee, Myoun-Jae;Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.433-439
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    • 2008
  • A moving picture in online game is one of major ways to advertise online games, which gives a lot of help in playing game. In this case, a moving picture is compressed to variable bit rate for efficient storage use and network resource efficiency. Adaptable bandwidth allocation technique builds a transmission plan of a game moving picture. And, then some frames are discarded when transmission rate by the transmission plan is larger than available transmission rate, until transmission rate satisfies available transmission rate. Thus, performance evaluation factors in adaptable bandwidth allocation technique may be dependent on discarding order of a frame which transmission rate is much influenced. In this paper, in order to show the performance, a CBA algorithm, an MCBA algorithm, an MVBA algorithm, [6] and [7] algorithm were applied to a transmission plan in the adaptable band width allocation technique using various frame discard methods and performance evaluation factors were compared in among smoothing algorithms.

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A Serious Game Development for Historical Education Using OGRE Engine (OGRE 엔진을 이용한 역사 교육용 기능성 게임 개발)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.385-392
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    • 2010
  • At present, educational serious games which are designed for educational purpose including funny element have been developed in korea. This paper proposes a history educational game and describes how to make history educational game using OGRE engine. The OGRE engine is public, and widely used in many universities. Methods of the proposed game's development include development environment, desired plan, game scenario, game interface, method to cooperate with physics engine and so on. The proposed game is played in performing a mission that is based on historical event of our country in itself. And discrimination of the proposed game is to set a quest with actual historical events, in order to learn history beyond the simple fun in the existing history educational games. This paper should be helpful to discrimination of history educational serious game and developers to create history educational serious game with OGRE engine.