• Title/Summary/Keyword: PC Game

Search Result 273, Processing Time 0.029 seconds

Urinary cotinine concentration by passive smoking in the PC game room (PC방에서의 간접흡연에 따른 요중 코티닌의 농도)

  • Park Yong Sun;Roh Youngman;Kim Chi Nyon
    • Journal of Environmental Health Sciences
    • /
    • v.28 no.1
    • /
    • pp.11-20
    • /
    • 2002
  • Tobacco smoke was confirmed as a human carcinogen by many research results. Because many adolescents stay long time in the PC game room, they are exposed to much of tobacco smoke. To evaluate the effect of passive smoking in the PC game room, airborne nicotine concentrations in 2 PC game rooms in Sung-nam city and urinary cotinine concentrations were measured for 20 adolescents. And the subjects were interviewed for duration and time in PC game room and smoking pattern. Subjects are composed of each of 10 smokers(5 males and 5 females) and 10 nonsmokers(5 males and 5 females). They stayed for three hours in the PC game room without smoking. Concentrations of nicotine in smokers and nonsmokers were 129.72 $\mu$g/$^3$ and 99.99 $\mu$g/m$^3$, respectively. Urinary cotinine concentrations were increased as time goes on after exposure to nicotine and showed maximum value at 9.45 hours after nicotine exposure and were 32.21 and 110.66 $\mu$g/L for nonsmoker and smokers. The more using time and frequency in PC game room, the higher urinary cotinine maximum concentration and the longer using duration, also the more increase urinary cotinine concentration. Urinary cotinine has a tendency to increase by passive smoking. Therefore, it is recommended that the effective control for indoor air quality and extensive research be needed to reduce nicotine concentration by passive smoking in the PC game room.

A Study on the Influence of Franchise PC Game Rooms Store Attributes on Store Selection Behavior (프랜차이즈 피씨방 점포선택속성이 점포선택행동에 미치는 영향)

  • Seong, Baiksoon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.3
    • /
    • pp.231-240
    • /
    • 2015
  • This study empirically analyzed the relationship between the franchise pc game rooms selection behavior and revisit, recommendations. Select Properties from the franchise pc game rooms store is ease of access, computer specifications, pleasant environment, brand power and pricing strategy. Korean franchise industry is in spite of the short history of just over 30 years growing very fast. Especially pc game rooms store is 14,782 in 2012 years, pc game rooms store is operated by franchise form 10.6%, 87.9% operated by private, co-operation was confirmed at 1.5%. Conclusions are as follows. First, factors that significantly affect the degree of revisit has been identified as computer specifications, pleasant environment, brand power. Second, the recommendation is an important factor of the computer specifications, brand power, pricing strategy. Finally, franchise pc game rooms successful strategy has excellent computer's specifications, it needs a promotion strategy to attract pc game tournaments to be notified of brand power. We can also see that running is an important factor in a pleasant environment and a flexible pricing strategy.

A Study on the 4 Ways to Convert PC Games to Mobile Games (PC 게임의 모바일게임으로 전환 4방식에 대한 연구)

  • Lee, JianBo;Ryu, Seuc Ho
    • Journal of Digital Convergence
    • /
    • v.19 no.4
    • /
    • pp.259-265
    • /
    • 2021
  • This study is a study on the mobile gamification of PC games through analysis of the differences between PC games and mobile games, their respective advantages, and operation patterns, and attempts to extract important key elements of the mobile game process. The main methods of converting PC games to mobile games were analyzed and presented in four ways: complete transplantation, simplification, specialization and new genreization based on the standard of existing PC games. It is expected that PC games can play a role in providing guidelines for mobile gamification of PC games through the case analysis of existing games that have been converted to mobile games, as well as providing a path for the development and trends of game companies.

Through a comparative analysis of the digital characters SNG and PC Game Proposed future direction (SNG와 PC Game의 디지털캐릭터 비교 분석을 통한 미래방향 제시)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.13 no.9
    • /
    • pp.473-478
    • /
    • 2015
  • Since the advent of digital games, game of the core platform has been changed from the arcade to the mobile device. I consider that I try to seek the direction of the use of game which works for PC and mobile in comparison to analyze the changes in the game graphics. Effects of three types of game platforms on the game graphics, change depends on the game of the genre and game graphics. By reduction of the screen size, a new interface was appeared. However, as directly applying the PC version of the interface, it has brought about a user's inconvenience. I have found that mobile hardware development have not been affecting the game graphics. The common point of PC and mobile, they both have the limit of the platform which they own. There is a need to take into account the differences of graphically elements to use the player language interface.

Designed and Implementation of Flash Game Interface based on PC Games (PC게임에서의 플래시 기반 게임 인터페이스 설계 및 구현)

  • Mun, Sung-Won;Han, Sung-Ho;Cho, Hyung-Je
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.85-91
    • /
    • 2009
  • In the recent development of 3D game, the importance of the game interface as well as the amusement and performance of the game is highlighted. Considering the fact that the flash can easily express the various multimedia contents will provide new possibilities and improve the presentation of game interfaces, the system using the flash in 3D PC game interface was designed and tested in this paper.

  • PDF

A Study on the Decline of Users of PC MMORPG Games (국내 PC MMORPG 게임의 이용자 감소 현상에 대한 연구)

  • Joon Yun;Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.151-154
    • /
    • 2023
  • 국내 PC MMORPG 게임은 지난 약 20년간 많은 사람들에게 인기를 끌었으며, 한때 국내 게임 업계의 주요 성장 엔진이었다. 그러나 최근 몇 년간 여러 가지 원인들로 인해서 국내 PC MMORPG 게임의 유저 수는 감소하는 경향을 보이고 있다. 본 논문에서는 국내 PC MMORPG 게임의 유저 감소의 원인을 분석하고, 국내 PC MMORPG 게임의 재활성화에 방안을 제시하고자 한다.

  • PDF

Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
    • /
    • v.14 no.1
    • /
    • pp.59-68
    • /
    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images (PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로)

  • Park, Kwan-Ik;Hwang, Kyung-Ho;Lee, Hyung-Seok
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.75-90
    • /
    • 2020
  • The purpose of this study is to identify the functional role of music, which is one of the main elements that make up PC games. To this end, theme music by genre of PC game was divided through analysis and then the relationship between variables was analyzed by visually positioning the distance between 'music type', 'structural element of music' and 'image' using multiple correspondence matching analysis. As a result, it was confirmed that there was a difference in location between the types of music by game genre, the structural elements of music, and the characteristics of the image.

PC방에서의 간접흡연에 따른 요중 코티닌의 농도

  • 박용선;노영만;김치년
    • Proceedings of the Korean Environmental Health Society Conference
    • /
    • 2002.04a
    • /
    • pp.6-8
    • /
    • 2002
  • Many adolescents stay long time in the PC game room and are exposed to much of tobacco smoke. To evaluate the effect of passive smoking in the PC game room, airborne nicotine concentrations and urinary cotinine concentrations were measured for 20 adolescents at 2 PC game rooms in Sung-nam city. And the subjects were interviewed for duration and time in PC game room and smoking pattern. Subjects are composed of each of 10 smokers(5 males and 5 females) and 10 non-smokers(5 males and 5 females). They stayed for three hours in the PC game room without smoking. Concentrations of nicotine in smokers and non-smokers were 129.72 $\mu\textrm{g}$/㎥ and 99.99 $\mu\textrm{g}$/㎥, respectively. Urinary cotinine concentrations were increased as time goes on after exposure to nicotine and showed maximum value at 9.45 hours after nicotine exposure and were 32.21 and 110.66 $\mu\textrm{g}$/L for non-smoker and smokers. Urinary cotinine has a tendency to be increased by passive smoking. Therefore, it is recommended that the effective control for indoor air quality and extensive research be needed to reduce nicotine concentration by passive smoking in the PC game room.

  • PDF

Development of Crossplatform 2D Game Library for PSP Game Console (PSP 게임기용 크로스플랫폼 2D 게임 라이브러리 개발)

  • Lee, Dae-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.5
    • /
    • pp.78-84
    • /
    • 2007
  • The portable game market is growing so fast recently. However, the development activities of domestic game development companies have been very week, which is mainly due to the lack of efficient and economical game development library solutions. This paper deals with how to implement 2D game library for SONY PSP game console that is very popular thesedays as a portable game console. We have ported the open source SDL library to PSP. Consequently, developers could develop games in PC environment and port it to PSP very easly based on the game library