• Title/Summary/Keyword: game analysis

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Future Direction of Mobile Game Market according to the Advance of Mobile Device Capability (모바일 기기 발전에 따른 모바일 게임 시장의 발전 방향)

  • Jeong, Kyu-Man
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.495-501
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    • 2010
  • The main stream of existing game market was console and PC-based games. In these days mobile game industry extends its boundary according to the advance of mobile device capability. Especially, smart phones, known as computers in hands, accelerate the expansion of mobile game market. This paper analyzes the characteristics and the current status of mobile game market. Based on this analysis, future directions for mobile game market are given.

Design of Boat Racing Game using Buoyant Force

  • An, Syoungog;Kang, Jae-Hyun;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.21-26
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    • 2018
  • A variety of game algorithms have been proposed in recent years. Racing games using these new algorithms have greatly improved compared to those in the past. According to the analysis of racing games done by wheelgamer.com, a website that specializes in racing games, cars are the most common subject in mainstream racing games. These results show there are very few racing games using special subjects such as boats. This paper proposes a method to develop a realistic boat racing game using the Buoyont Force, beyond the limitation of typical racing games that are restricted to cars. A Material Editor based on Unreal Engine 4.12 is used to manifest the Dynamic Material of realistic ocean water. Blueprint, a visual scripting function, is used to materialize buoyancy which allows the boat to move freely along the waves.

Analysis of Mobile Game in ANIPOP (ANIPOP 모바일 게임의 분석)

  • Xie, Dongjun;Yao, Dexiang;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.219-220
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    • 2020
  • 매칭 비디오 게임은 2000년대에 인터넷에서 퍼즐 게임이 확산되면서 각광을 받게 되었다. 본 논문에서 분석한 ANIPOP은 중국에서 매우 선풍적인 인기를 끌었고, 현재에도 많은 각광을 받고 있는 게임이다. 매칭 게임은 일종의 퍼즐 게임으로써 과일, 보석, 동물 아바타, 빌딩 블록, 마작 타일 등과 같은 일정한 양의 동일한 게임 요소를 재생하여 서로 인접하면 제거하고 승리하는 규칙을 가지고 있다. 본 논문은 중국에서 선풍적인 인기를 얻고 있는 ANIPOP 게임에 대해 소개와 분석을 한다.

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Factors Influencing the Knowledge Adoption of Mobile Game Developers in Online Communities: Focusing on the HSM and Data Quality Framework

  • Jong-Won Park;Changsok Yoo;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • v.30 no.2
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    • pp.420-438
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    • 2020
  • Recently, with the advance of the wireless Internet access via mobile devices, a myriad of game development companies have forayed into the mobile game market, leading to intense competition. To survive in this fierce competition, mobile game developers often try to get a grasp of the rapidly changing needs of their customers by operating their own official communities where game users freely leave their requests, suggestions, and ideas relevant to focal games. Based on the heuristic-systematic model (HSM) and the data quality (DQ) framework, this study derives key content, non-content, and hybrid cues that can be utilized when game developers accept suggested postings in these online communities. The results of hierarchical multiple regression analysis show that relevancy, timeliness, amount of writing, and the number of comments are positively associated with mobile game developers' knowledge adoption. In addition, title attractiveness mitigates the relationship between amount of writing/the number of comments and knowledge adoption.

Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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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
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    • v.20 no.2
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    • pp.75-90
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    • 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.

Analysis of Structures of ONGAMENET's TV Program "From Start to till the End" (온게임넷 TV 프로그램 "켠김에 왕까지" 구조 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.45-54
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    • 2016
  • This study analyzes cable TV Program "From Start to Till the End" televised by ONGAMENET from 2009 to 2015. "From Start to Till the End" is a game program that guests try to finish certain game or to complete mission once they started. Unlike other game programs, most of guests are not professional gamers thus it brings out comical challenges and enjoyments. This study examines the several components of video games played in the program. Specifically, those components are categorized according to the genre, platform, nationality, and clear time. In doing so, this study not only unpacks diverse structures of the program but also provides the blueprint of the game program.

Towards the Determinants of On-Line Game Sites (온라인 게임사이트 성공요인에 관한 연구)

  • Son, Dal-Ho;Jang, Kyung-Ho
    • The Journal of Information Systems
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    • v.20 no.4
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    • pp.73-101
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    • 2011
  • This study tried to find the source of the success of on-line game sites and the way how the absorption and the satisfaction would have the relationship with the intention-to-use of on-line game sites. The primary purpose of this study is to establish the empirical model on the determinants of on-line game sites. The research model of this study will have insights which are trigger to the higher dimensions on the model and to the importance of the evaluation criterions of game sites. The suggestions of the study are as follows. First, the precedent factors of research model were tested for the commonality with explorative factor analysis and then tried the confirmative factor analysis. Thus, the determinants in this model will be used for further study without an evaluation. Second, the factors which have a most significant effect on the mediating factor like the absorption are a skill of user and an activity of community. Furthermore, the information quality of game sites was most significant in the satisfaction of user. Third, the most factors which included in the research model were significant to intention-to-use, however, the system quality did negatively significant.

A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

A Study on the Current Status and Forecast on Chinese Game in Relation to Game Platform-Focus on SNG (게임플랫폼의 다양화에 따른 중국 게임의 동향 및 전망 - SNG를 중심으로 -)

  • Kim, Yun-Kyung
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.81-88
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    • 2010
  • This study will explore the current status and forecast on Chinese game in relation to game platform. Chinese market has recently developed increasing game platform in the Chinese Market. This paper presents an analysis of Korean game industry's competitive strategy in the Chinese market on the basis of SNG. It explores the new platform such as Webgame and SNS service develops implications for Korean game industry. A new strategy responding to Chinese market and needs is more likely to be successful than a global integration strategy.