• Title/Summary/Keyword: GameWorld

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A Study on Static Balancing Design of RPG Game Characters (RPG 게임캐릭터의 정적 발란싱 디자인에 관한 연구 -World of Warcraft의 종족별 캐릭터의 정적요소를 중심으로-)

  • Kim Jae-Joon;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.100-106
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    • 2005
  • It has been attempted to approach a method to develop games efficiently. Many companies in game industries have their own developing process. A efficient game developing process or manufactory tools doesn't show the successful development, but it is necessary to propose the typical design method on viewpoint of game developer. In this paper, we propose how we solve RPG game character balancing problem in order to derive the balancing design to be applicable on a game. We will approach to game balancing design based on experienced experiments through balancing analysis of game character in RPG genre.

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The Game Engine Architecture for free game experience based on a storyline (스토리라인 기반의 자유로운 게임 플레이를 위한 게임 엔진 설계)

  • Kim, Seok-Hyun
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.615-622
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    • 2007
  • A game engine should have the architecture that can manage various interactions between entities in a game for offering users various game experience. For this purpose, the game engine architecture based on message system is used. But only by this message based system, it is difficult to change game world continuously according to some storylines. The reason of this is event-driven system like message based system is appropriate for processing individual message but is not appropriate for processing more bigger logical work unit. For this purpose this paper proposes the storyline entity. The storyline entity has logical flows for a storyline and is called by engine continuously. By this proposed game engine architecture he or she can maintain free game experience by message based system and can add some progressing of storylines.

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A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

Exploring the Meaning of College Students' Leisure Activity: Means-end Chain Analysis of Social Network Game Playing

  • Han, Ju Hyoung
    • International Journal of Contents
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    • v.10 no.4
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    • pp.18-22
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    • 2014
  • Social network games (SNGs), a rapidly growing online game genre, are built and played on social network sites. SNGs provide an online world for enjoying leisure time and interpersonal communication, and an increasing numbers of college students are involved in such game-playing as a leisure time activity. Despite the popularity, relatively few studies have been conducted to investigate the nature of game players, especially the meaning of such leisure time behavior by college students. This paper's aim was to explore a subjective meaning structure of online social network game play. The means-end chain model was used to link attributes of SNGs to the underlying values of game playing as a leisure activity. The results revealed two emerging end-values: the need for bridging and a sense of belonging. This study sheds light on the meaning of college students' leisure activities when playing social network games.

A Study on Common Module Modeling Method of Game Software based on DirectX/C++ (DirectX/C++ 기반 게임 소프트웨어의 공통 모듈 모형화 기법에 관한 연구)

  • Byun, Jung-Won;Rhew, Sung-Yul
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.95-104
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    • 2009
  • The windows games and the console games that use DirectX occupied 20% or more of world game market and that are developed by C++ Language occupied 75% or more of the market. This study proposed that commonality and variability for code of the 20 projects based on DirectX and C++ is analysed and patternized, that common modules are created, and that modules are modeled. As a result of applying a case study, it is verified that the proposed model reduces effort in game development.

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Component analysis and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소분석 및 개선방안 -사용자 인터페이스 디자인 요소 중심으로-)

  • Kim, Hyo-Suk;Sung, Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.199-205
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    • 2009
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

A plan for the Development of Chinese Game Industry -Curriculum Suggestions for Training Professionals in Chinese Universities (중국 게임 산업의 발전을 위한 전문 인력 양성 방안 -중국내 대학의 게임 전문 인력 양성 커리큘럼 제안)

  • Shuai, Zheng;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.325-332
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    • 2020
  • Most of the games developed or marketed in the Chinese game market are developed and serviced in foreign countries or are produced in Korea (China) and marketed as services of foreign game companies. If China wants to become the world's game development powerhouse, I think that professional education in multiple methods is the top priority. In particular, I think that a specialized game design department is necessary at a university in China. In this paper, we investigate the game design departments of universities in the United States and the game development powers in South Korea and the Korean game development powers to analyze the educational system of the game design department. Through comparative analysis, a Chinese university finds the necessary elements when establishing a new game design department, and trains advanced game developers in the game field at the Chinese Department of Digital Media Arts. If this study is helpful to the game education in China, it will be studied in the future for the master's program and the doctoral program.

A Study on the Transition of Characters in Korean On-line Games (한국 온라인게임 캐릭터의 변천과정에 관한 분석)

  • Kim Moon-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • For Korean game development technology, recently acknowledged as world-class, being aware of the importance of characters in the games, this paper will intend to contribute to the improvement of game character development quality by analysis of Korean on-line game transition focusing on the expressive quality of characters.

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