• Title/Summary/Keyword: Online Game Design

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Study on the game graphic contents of the China's MMORPG (중국 MMORPG 그래픽 콘텐츠에 관한 연구)

  • Ning, Shu-jia;Kueng, Byung-Pyo;Ryu, Seuc-ho;Lee, Wan-bok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

A Classification Method for Item-based Online Game (온라인 게임 아이템 기반 분류법)

  • Hwang, Shin-Hee;Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.419-424
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    • 2007
  • Recently, additional value of games has been started to increase by revitalization of the game market. Especially, Because of the creation of the new trend that is item trade especially in online game, Item trade is as a easy and essential way as item trade can be created. However, compared to other planning factors, occupied weight of item is not as much as expected in exploiting a game. For this reason, we emphasize the importance of game item by giving the opportunity that increases the additional value with raising satisfaction of game through item-based study, plus suggesting new classification.

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Utilizing Online Game as a effective learning material - Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism - (효과적인 구성주의 학습도구로써 온라인게임의 활용 -대학생을 대상으로 온라인게임 '군주'를 활용한 경영전략 수업의 구성주의적 고찰-)

  • Wi, Jonh-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.25-37
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    • 2006
  • Although the constructivistic instruction is emphasized in these days, many teachers feel burden to implement their teaching based on constructivistic teaming theory. As the main reason for this, difficulty to find out effective materials which can be utilized in the constructivistic instruction can be argued. According to recent studios, effectiveness of online games as the educational material was proven. Based on this result, the possibility for utilizing online games as effective educational materials in the constructivistic instruction was discussed in this study. For this, total process for the business strategy lecture implemented to 50 students in Chung-Ang univ. during 9 months by utilizing an online game named 'Goonzu' was reviewed by the perspective of constructivistic teaming theories. As a result of this review, it was proven that constructivistic methodologies were applied effectively in that lecture. Based on this, the possibility of utilizing online games as the effective material in the constructivistic teaming activity is discussed in this study.

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Design and Implementation of A Load Balancer Based on Load Equality between Game Servers (게임 서버간 부하의 균일성에 기반한 부하 분산기 설계 및 구현)

  • Um, Nam-Kyoung;Moon, Hyung-Jin;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3B
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    • pp.168-174
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    • 2007
  • All of users who connect to mobile game want to play seamless real-time game without any loads on game servers. However, as for existing methods, it is not available to effectively distribute server loads. Therefore, in this paper, we design and implement an uniform variance-based load balancer for distributing loads of game servers for wireless online games by suitable load balancing methods. With this methods, we can deal with dynamically increasing game servers as the information about load balancing of specific period is applied to the administrator.

Game Based Online Contents Development in Middle School Mathematics (중학교 수학교과의 온라인 게임형 콘텐츠 개발)

  • Cho, Eun-Soon;Kim, In-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.248-256
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    • 2007
  • The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.

A Study on the Return Factors of Inactive Users of Online Games (온라인게임 휴면 이용자의 복귀 요인 연구)

  • Kim, Eun-Yi-Na;Kim, Eun-Bee;Jo, Ik-Jun;Lee, Jong-Won;Shin, Dae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.321-322
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    • 2016
  • 본 논문에서는 장기간 게임을 접속하지 않던 이용자가 다시 게임에 복귀하는 요인이 무엇인지에 관한 조사 내용과 분석 결과를 제시한다. 어떤 요인이 이용자가 게임에 복귀를 결정하는 데에 있어 영향을 끼치는가를 바탕으로 새로운 게임을 기획하거나, 게임을 운영할 때 고려해야할 점을 제시한다. 이러한 조사와 분석이 온라인 게임 운영자 및 기획자의 실무에 많은 도움이 될 것으로 기대된다.

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A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • XiaoZhu Yang;JongYoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.65-77
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    • 2023
  • Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.

A Study on Relationships Between Characteristics of Online Game Item and Game Users (온라인 게임 아이템 특성과 이용자 특성의 관계 분석)

  • Wi, Jong Hyun;Kim, Eunbi
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.113-122
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    • 2019
  • The study classifies online game users with two groups, which are users who purchase functional items and emotional items. This research used statistic tool, STATA MP, trying unpaired t-test to find relationships between two groups on payment intention and characteristics. The result shows that the users with functional items prefer community-oriented mind and interaction with other users while users with emotional items intend to consider item's design and superiority with higher purchasing satisfaction. The result of this study seems to give some implications to game companies when improving its purchasing system with charged items.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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