• Title/Summary/Keyword: game analysis

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A Study on the Shifting of Regulation Paradigm for Arcade Game (아케이드게임 규제 패러다임 전환에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.53-64
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    • 2012
  • This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.

Analysis on the Relationship between Online Game-Item Trade and Cyber Crimes (온라인 게임 및 아이템 거래의 범죄 연관성에 관한 실증 연구)

  • Choi, Seong-Rak;Kim, Choel-Hoi
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.69-79
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    • 2011
  • Online game industry and item trade have grown up fast after 2000. And there has been a perspective that online game and item trade are the cause of the crimes, especially cyber crime like hacking, virus. But there was no positive research about the opinion, so this article studies the relations among online game, item trade and crime. The results suggest that online game and item trade maybe a cause of cyber crime and property crime. But online game and item trade don't increase the total number of crime. That means that online game and item trade substitute the way how crime happens. Online game and item trade substitute no-property crime to property crime.

Analysis of Storytelling in On-line Personal Game Broadcasting (온라인 개인 게임 방송의 스토리텔링 분석)

  • Han, Hye-Won;Kim, Seo-Yeon
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.85-96
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    • 2014
  • The purpose of this paper is to analyze storytelling in on-line personal game broadcasting in order to find out unique characteristics of on-line personal game broadcasting. This study selects Youtube channel and as classic cases of on-line personal game broadcasting, and analyzes the cases with Bakhtin's theory of carnival. The on-line personal game broadcasting modifies the broadcasting format of mass media externally. Also, the on-line personal game broadcasting internally moves between interior and exterior of the game text in order to create new narrative events. In this process, the polyphonic utterances of the broadcasting host appeared. The reversal of the tragedy and the comedy leads the audience to catharsis.

Analysis of Game Immersion using EEG signal for Computer Smart Interface (스마트 인터페이스를 위한 뇌파의 게임몰입 분석)

  • Ga, Yunhan;Choi, Taejin;Yoon, Gilwon
    • Journal of Sensor Science and Technology
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    • v.24 no.6
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    • pp.392-397
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    • 2015
  • Recently computer games have been widely spread. For the purpose of studying brain activities, EEG was measured during the computer game and analyzed in terms of channels and frequency bands. EEG data were obtained during the resting state and game immersion. Then the power spectra of alpha, beta and theta bands were computed. During game immersion, the ratio between theta / alpha could effectively differentiate between rest and game immersion. Changes in brain activity (26~53%) were observed in the parietal and occipital lobes. Interestingly, immersion shows different features compared to concentration. The state of game immersion could be detected. Therefore, it is possible to utilize the state of immersion as one of the game parameters or to generate a control signal that may be used to provide a warning message or abort the game when the situation of the excessive indulgence in the game reaches. EEG can be applied as smart interface for computer game.

The Reproduction of the class in games and The direction of regulation of Game Hack - Focusing on the Online FPS game 'Overwatch' and 'Battleground' communities - (게이머 계급의 재생산과 게임 핵의 규제 방향성 - 온라인 FPS 게임 '오버워치'와 '배틀그라운드' 커뮤니티를 중심으로 -)

  • Jo, Hui-Seon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.3-16
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    • 2021
  • This study examined to the aspects of capital and class structure, focusing on 'Reproduction' of Bourdieu, P, through collecting the post titles of the game community of online FPS games 'Overwatch' and 'Battleground', related to keyword, 'Game Hack'. The data used in the study was collected and refined through the statistical program R and analyzed by the analysis site 'Bigkinds'. At results, we will reveal that the class structure of the online FPS gamer group is based on cultural capital and reproduction, and suggest the right direction for the Game Hack regulation policy from the point of view of the cultural capital theory.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
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    • s.39
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    • pp.349-363
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    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.

Analysis of Relative Importance of Board Game Development Models (보드게임 개발 모형의 상대적 중요도 분석)

  • Kim, Ji-Hye;Ho, Ryu Seuc
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.257-263
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    • 2022
  • In the current era of Corona, the positive potential of board games is emerging as the 'untact' is accelerating. This situation can be seen as an opportunity to have a positive impact on the development of the board game industry depending on how to develop board games in a more interesting, high-quality and educational way than before. To this end, this study intends to present a methodology for deriving the relative importance of important factors in board game development among the preceding studies and methodologies for more advanced board game development by board game developers and experts. This study is to derive the relative importance of important factors in board game development. To this end, important factors in board game development for board game developers and experts were derived through the Delphi method, and the Delphi method in the ranking format was used to rank the relative importance of the derived factors. This study focused on the development model of playing cards among board games. Priority analysis result, development and planning composition, prior research analysis, draft production, production, validation, application, and review in order of importance were derived(were derived in the order of importance). The results of this study are expected to provide practical guidelines for companies to prioritize and utilize development according to their importance when developing board games.

A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA) (비모수 분석모형(DEA)을 활용한 국내 온라인게임 기업의 인적자본 효율성 연구)

  • Yoon, Gun-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.81-93
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    • 2009
  • This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.

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