• Title/Summary/Keyword: Gaming Industry

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Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

A study concerning the technicality of game scenario writing (게임시나리오의 전문성에 관한 연구)

  • Lee Jea-Hong
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.37-48
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    • 2005
  • Gaming is a high value-added industry. In order to promote the gaming industry, there must be more scenario writers in the position of quality control. However, the reality in Korea is that there are not enough game scenario writers or work available. That is because traditional scenario writers cannot easily enter the game scenario field due to the unique techniques involved In game scenario writing, which differs from traditional film scenario work. The purpose of this thesis is to examine the unique skills and technicalities evident in game scenarios based upon theories studied so far. Hopefully, this thesis will give a better understanding of the significance of using game scenario writers to schools and companies.

Tasks for Promoting the Horse Industry under FTAs (FTA와 말(馬)산업 육성과제)

  • Lee, Young Soo;Kwon, Soon Koog
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.57
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    • pp.173-198
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    • 2013
  • This study conducts the horse industry, which shows how country has implemented structural adjustment policies in order to cope with the economic shocks that an FTA brought about. Among the FTAs that Korea has made, Korea-EU and Korea-US FTAs have been regard to bring relatively big impact on korean agricultural sector. The horse industry is a very large and important part of our national and local economies. It is diverse, involving agriculture, business, sport, gaming, entertainment and recreation. The enactment of the 'Horse Industry Promotion Act' can be a turning point for the recovery of the livestock industry. The Act is meaningful in that it can be expand the horse industry as a driving force of rural growth and contribute to people's leisure life. In this context, this study aims to draw policy implications for the Korean government to promote the horse industry.

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Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

Analysis on Dynamic Trend of Online Gamers -based on the White Paper (게임 이용자의 추세 경향 분석 - 게임백서 자료를 중심으로 -)

  • Choi, Seong-Rak;Kwon, O-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.67-80
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    • 2010
  • Investigating the trend of online gamers plays an important role in forecasting, marketing and making policy decision in gaming industry. In this regards, various studies on gamers' trend and characteristics have been conducted. However, these precedent studies show limitation that they're static analysis since they are usually based on the surveys at a certain point. Therefore, this paper aims to identify some implications on forthcoming directions of gaming industry by analyzing dynamic trend of gamers based on the 8 years(from 2002 to 2009) of data from White Paper on Korean Games. Major implications found in this paper are as follows. Negative perception of games increases as the number of gamers increases. Among juveniles, games became a substitute for TV and the amount of time they play games depends on the existence and type of popular games of that time. Also, most item trading is intensively done by a small number of gamers.

Android Real Target Porting Application Software Development (안드로이드 리얼 타깃 포팅 응용 소프트웨어 개발)

  • Hong, Seon Hack;Nam Gung, Il Joo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.1-10
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    • 2011
  • In this paper, we implemented the Android NDK porting application with Eclipse(JDK) ADT and TinyOS 2.0. TinyOS and Cygwin are component based embedded system and an Open-source basis for interfacing with sensor application from H-mote. Cygwin is a collection of tools for using the Linux environment for commercially released with x86 32 bit and 64 bit versions of Windows. TinyOS-2. x is a component based embedded OS by UC Berkeley and is an Open-source OS designed for interfacing the sensor application with specific C-language. The results of Android porting experiment are described to show the improvement of sensor interfacing functionality under the PXA320 embedded RTOS platform. We will further more develop the software programming of Android porting under Embedded platform and enhance the functionality of the Android SDK with mobile gaming and kernel programming under sensor interfacing activity.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

The Strategies for Vitalization of Exporting Horse Industry in Korea (우리나라 말(馬)산업의 수출활성화 방안)

  • Lee, Young-Soo;Kwon, Soon-Koog
    • International Commerce and Information Review
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    • v.16 no.2
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    • pp.131-155
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    • 2014
  • The horse industry is a very large and important part of our national and local economies. As the horse industry which includes agriculture, business, sports, gaming, entertainment, and recreation is recently leads to interests in the local market, it is expected to maximize social and economic effects as a higher value-added industry. In reality, however, the portion of the horse industry is very poor in the entire agricultural industry, and it is prepared under very weak conditions for vitalization due to many restricted factors caused by low awareness and weak competitiveness in the horse industry. Under the circumstances, the paper presents Korean export status of horse industry and suggests the strategies for vitalization of exporting horse-related goods. The results of the study are as follows: Korean government needs to revise the law for export expansion, clarify HS tariff classification of horse-related industry, expand export items and markets, provide the export support policies and support the technical alliance with advanced countries.

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Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.