• Title/Summary/Keyword: digital game

Search Result 1,118, Processing Time 0.022 seconds

Interaction effect between the Pay-to-Win Gaming System and the Adolescent Users' Self-Esteem on the Degree of Game Billing (Pay-to-Win 방식의 게임과금 시스템 유무가 청소년의 자존감과 게임과금 관계에 미치는 효과에 대한 연구)

  • Lee, Daeyoung;Lee, Sung Je;Jeoung, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.19 no.4
    • /
    • pp.77-84
    • /
    • 2019
  • Pay-to-Win (P2W) is a billing system that pays cash in-game and has a impact on results and it has been criticized by users. Research on the adolescent users and the effect of the P2W is insufficient. In this regard, this study compares the game billing in P2W and non-P2W based on self-esteem. As a result, systems showed the interaction effect on the game billing with the self-esteem. In the non-P2W, game billing increased when the self-esteem was high, whereas the billing increased rapidly as the self-esteem was low in the P2W.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.149-160
    • /
    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
    • /
    • v.7 no.1
    • /
    • pp.37-44
    • /
    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

An Comparative Study on the Self-regulation of the Digital Game (디지털 게임의 자율규제 방안에 관한 비교분석적 접근)

  • Kang, Shin-Kyu;Kim, Gwang-Jae
    • Journal of Korea Game Society
    • /
    • v.12 no.6
    • /
    • pp.107-120
    • /
    • 2012
  • This study aims at presenting practical self regulation system for digital game, especially optimized to Korea through the comparative analysis of system at home and abroad. For this, this study conducted a comparative analysis about various countries adopted self regulation system, such as America, Japan, and European Union. We drew some implications on the Korean practical policy for the digital game. First, self regulation organization should be consisted of market-friendly form. Second, though self regulation organization is a autonomous system of market, the organization should take rights to regulate illegal case. This would be a good way not only to reduce unnecessary institutional regulations but also to take socially image of reliable media. Third, government should provide self regulation organizations financial assist. This policy means that the organizations make a role fairly and objectively.

Research on the Attributions of Digital Game Using AHP (AHP를 활용한 디지털 게임의 속성에 관한 연구)

  • Kwon, Yong-Man
    • Journal of Digital Convergence
    • /
    • v.14 no.7
    • /
    • pp.431-437
    • /
    • 2016
  • Since the game is industrialized in the 1970s, efforts to study attributions throughout the definition of the game has been continued. This study analyzed the importance of 7 attributions including rule, goal, conflict, activity, decision-making, voluntary, art that were collectively organized by Katie Salen & Eric Zimmerman using AHP. For this, we analyzed the data after subjected to pair-wise comparison survey through the gaming industry experts, and the result was confirmed that match the analysis model comparing with the survey of game players. In this analysis of the importance, Goal(24%) is the greatest important in the seven factors mentioned above. Art(16%),Voluntary(15%), Rule(13%) followed after it. So, We can find out which attributes are considered important in the game development process through this Research.

Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
    • /
    • v.12 no.4
    • /
    • pp.559-565
    • /
    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.81-88
    • /
    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy (카타르시스 추구와 자아 효능감에 기반한 게임 과몰입의 심리적 욕구에 관한 탐색적 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.123-134
    • /
    • 2015
  • There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.

Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.157-170
    • /
    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

A Study on the Abstract Shapes and Flat Colors of Emotional Games (감성 게임의 추상적 형태와 평면적 색채 고찰)

  • Park, Jin-Hong;Kim, Seung-In
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.7-18
    • /
    • 2017
  • This study examines' form 'and' color 'by paying attention to the art of emotional game, which is directed toward abstract, as opposed to the game' s art is directed toward concept. First, the form and color were quantitatively analyzed through the researcher model and the NCS color system, and the result was derived as 'abstract' and color as 'pastel ash'. Based on the results, he insists that 'emotion' game is oriented to abstract form and plane color, and supports the claim through the boring almost abstract impulse and Baudrillard's pastel order.