• Title/Summary/Keyword: Review game

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Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Expert Review and Analysis of the Game's Testing Process -Focus on balance testing- (게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-)

  • Lee, Yoon-Yim;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1013-1018
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    • 2022
  • Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user's activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services.

Determinants of Effecting Customer Loyalty : Comparison among Korean, Japanese and Chinese Online Game Market (온라인게임 사용자의 충성도에 영향을 미치는 요인에 관한 연구 : 한국, 일본, 중국 온라인게임 시장 비교)

  • Lee, Sang-Chul;Xiang, Jun-Yong;Gu, Ja-Chul;Suh, Yung-Ho
    • Korean Management Science Review
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    • v.23 no.2
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    • pp.41-57
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    • 2006
  • The purposes of this research are to identify causalities among flow and customer loyalty In Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese on-line game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies. The results indicated that significant Path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to Provide the information to their Chinese partner correctly and quickly.

US-China Trade War and Game Theory in Asymmetric Bargaining Power (미중 무역전쟁과 게임이론: 협상력 비대칭 상황에서의 협조적 균형 가능성)

  • Kim, Hong-Youl
    • Korea Trade Review
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    • v.44 no.3
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    • pp.105-121
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    • 2019
  • This study applies diverse game theories to the US-China Trade War. The US-China Trade War can be analyzed as a game situation because the strategic decision-making process to maximize one's profit while considering the reaction of the other party is a game situation. However, related research suffered from some mistakes in applying the US-China Trade War as it is to classic game theory, because while the prisoners dilemma is based on the situation of No Communication, No Trust, No Cooperation, the US-China Trade War has a precondition different from that of prisoners dilemma, since it mutually communicates information and negotiation is repeated several times in a cooperative situation. The result of the trade negotiation will likely end as 'cooperate-cooperate'. Further, considering trade volume, trade interdependence, bargaining power based on economy, and the scale of damage caused by the Trade War, the US-China Trade War is progressing with the bargaining power of the US being higher than that of China. Since the current US-China Trade War is in an asymmetrical situation under the dominant bargaining power of the US, it is likely to reach 'US defect-China cooperative' in the long run.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.29-36
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    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives (인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰)

  • Kim, Nahyun;Hong, Seung Hee
    • Journal of Korean Biological Nursing Science
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    • v.17 no.3
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.

A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.

How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method (경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로)

  • Kim, Sang-Soo
    • Information Systems Review
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    • v.7 no.1
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    • pp.41-63
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    • 2005
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is Business Simulation Game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper introduce a business simulation game developed by joint effort of business professors and a software firm for last three years and suggest the method of business education using this business simulation game. First of all, the development process, architecture and procedure of business simulation game are summarized. From a perspective of business education, the effect and advantage of business simulation game, sample syllabus, course outlines, users, missions and evaluation method are also addressed.

An Empirical Study on the Education Effect of Business Simulation Game (경영 모의 게임의 교육 효과에 관한 탐색적 연구)

  • Kim, Sang-Soo;Rim, Seong-Taek
    • Information Systems Review
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    • v.8 no.2
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    • pp.173-188
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    • 2006
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is business simulation game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper examined the education effect of business simulation game. It was found that managers who were educated and trained with business simulation game were very satisfied with a business simulation game. Based on the statistical results, the method of business education using business simulation game was also suggested.