• Title/Summary/Keyword: Web Games

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

Design and Implementation of Web-based Cooperative Learning System using Games (게임을 이용한 웹기반 협동학습 시스템의 설계 및 구현)

  • Lee, Ji-Sun;Hong, Euy-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.381-390
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    • 2008
  • As computer technology is in progress and many educational methods have been emerged, web-based cooperative learning and educational games have gained a lot of interests. Some cooperative learning systems and game-based educational systems have been suggested, but few cooperative learning systems use games. This paper builds a new web-based cooperative learning system using games that enables learners to actively participate and have high interests in learning. In our system, cooperation study is performed in each group and a group member competes with other group members using games. A crossword puzzle game is adopted because of ease to use and fit with cooperative learning scenarios. Our suggested system is implemented and used by two classes of high school students to evaluate this system. The experimental results show that our system effectively improve students' learning interests and increase their academic achievement.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word (웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로-)

  • Kang, Seung-Mook;Kim, Hae-Yoon;Park, Kyeong-Su;Park, Young-Sung
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.133-141
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    • 2010
  • The purpose of this paper is to suggest one of effective online questionnaire methods by using web based games. The research examines the interrelation between space design element and emotion language in the background actually used in the web games, and suggests new questionnaire methods to overcome the problems of the insincere answers which is the limitation of online questionnaire methods. The paper is to examine the related references, and compare the merits and demerits between printed and online text based questionnaires. Then it suggests the on-line questionnaire methods based web games which can improve errors of the demerits. The emotional words and phrases database is embodied by the interrelation between the emotional words and four spaces such as a dwelling, a tradition, a commerce and a fantasy based on the position decision value of Gaussian distribution. The paper suggests to be utilized for a population calculability system such as a consumers preference test.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Construction and Evaluation of a Sentiment Dictionary Using a Web Corpus Collected from Game Domain (게임 도메인 웹 코퍼스를 이용한 감성사전 구축 및 평가)

  • Jeong, Woo-Young;Bae, Byung-Chull;Cho, Sung Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.113-122
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    • 2018
  • This paper describes an approach to building and evaluating a sentiment dictionary using a Web corpus in the game domain. To build a sentiment dictionary, we collected vocabulary based on game-related web documents from a domestic portal site, using the Twitter Korean Processor. From the collected vocabulary, we selected the words whose POS are tagged as either verbs or adjectives, and assigned sentiment score for each selected word. To evaluate the constructed sentiment dictionary, we calculated F1 score with precision and recall, using Korean-SWN that is based on English Senti-word Net(SWN). The evaluation results show that average F1 scores are 0.85 for adjectives and 0.77 for verbs, respectively.

An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.