• Title/Summary/Keyword: game analysis

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Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.3-24
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    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.49-56
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    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

Development of the Game for Increasing Intensive Power using EEG Signal (뇌파신호를 이용한 집중력 향상 게임 구현)

  • Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.23-28
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    • 2009
  • There are a lot of games which have good benefits in the game genre such as serious game. In this paper we implement an serious game for increasing intensive power by calculating the index of the intensive power based on EEG signal. First we explain the definition of the EEG and the classification of the brainwaves and we depict the method for increasing the intensive power. Then we apply the index of the intensive power to the game production to train the intensive power. At last we make an experiment on the effect of an game which increases the intensive power and the analysis shows the increase of the intensive power.

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The study on derived problems and improvement analysis from tycoon type mobile game (타이쿤 모바일 게임의 문제점 도출 및 개선 방안에 대한 연구)

  • Park, Hong;Park, Jeong-Hyeon;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.181-184
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    • 2006
  • With the game contents which is suitable in quality of the interface which is restricted and the mobile game which is restricted at game playing time the tycoon game raises its head and with one style human nature it is receiving. But like this popularity it is the actual condition which is being pushed out wild because of game the game characteristic come into the market without with character little by little. It examines the trend and a production process and a composition of the tycoon mobile game which is immanent the game characteristic which is considerable from the research which it sees consequently and it currently problem point a tycoon mobile game with character and escape a improvement program and to sleep it presents it does.

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Comparison of Stress Level and HPA axis Activity of Internet Game Addiction vs. Non-addiction in Adolescents (인터넷게임중독 청소년과 비중독 청소년의 스트레스 수준과 HPA axis 활성도 비교)

  • Kim, Eun Hwa;Kim, Na Hyun
    • Journal of Korean Biological Nursing Science
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    • v.15 no.4
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    • pp.173-183
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    • 2013
  • Purpose: The purpose of this study was to compare the stress level and HPA axis activity of an internet game addiction group and non-addiction group in adolescents. Methods: A cross-sectional comparative study was performed with 140 male high school students from 9 vocational high schools at W city. Data were collected from July to September, 2012, using a questionnaire for measuring internet game addiction and stress level, blood samples for serum ACTH, and cortisol level for HPA axis activity. Data were analyzed using descriptive analysis, $X^2$-test, t-test, ANOVA, and Pearson correlation coefficient with SPSS/WIN 15.0. Results: The stress level of the internet game addicted group was significantly higher than that of the non-addicted group (p<.001). The serum cortisol level was also significantly higher in the internet game addicted group than in the non-addicted group (p<.026). The serum ACTH level was higher in the internet game addicted group more than in the non-addicted group (p<.072). Conclusion: These results showed that internet game addiction could increase stress level and HPA axis activity in high school adolescents. Thus, a nursing approach to prevent and relieve internet game addiction should be initiated to stabilize the HPA axis of internet game addicted adolescents.

The Evolution of Video Game Industry: Applying the Industrial Organization Model to the U.S. Video Game Market (비디오 게임 산업의 진화: 미국 비디오 게임 시장에 대한 산업조직론적 접근)

  • Seo, Sangho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.47-58
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    • 2012
  • Video game industry has undergone the drastic changes for forty-year history. The purpose of this study was to gain an understanding of the historical evolution of the U.S. video game industry. To achieve this goal, this study has chosen the industrial organization model as the theoretical framework. This study found that the market structure as well as the market conduct in the U.S. video game industry changed drastically. This study concludes that the change of the market structure of the U.S. video game industry relates to the change of market conduct. This study could serve as the basis for future research on the economic analysis of video game industry.

A Study on Static Balancing Design of RPG Game Characters (RPG 게임캐릭터의 정적 발란싱 디자인에 관한 연구 -World of Warcraft의 종족별 캐릭터의 정적요소를 중심으로-)

  • Kim Jae-Joon;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.100-106
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    • 2005
  • It has been attempted to approach a method to develop games efficiently. Many companies in game industries have their own developing process. A efficient game developing process or manufactory tools doesn't show the successful development, but it is necessary to propose the typical design method on viewpoint of game developer. In this paper, we propose how we solve RPG game character balancing problem in order to derive the balancing design to be applicable on a game. We will approach to game balancing design based on experienced experiments through balancing analysis of game character in RPG genre.

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A prospect analysis of next generation console game machines : with a XBOX ONE and PLAY STATION 4 (차세대 콘솔 게임기 전망 분석 (XBOX ONE과 PLAY STATION4를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.529-532
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    • 2013
  • Today, Game console on the market share of the game are very large. As technology advances, console game machines have developed the abilities, and more amazing graphics and great game play has provided. In this Electronic Entertainment Expo (E3), Microsoft and Sony, The two prominent company known for console game, announced the company's next-generation console game machines which is the XBOX-ONE & PLAY STATION4. They hint at a prelude for the next console game machines This paper will analyze merits and demerits of each console game machines, I will suggest the result of analyses about the fact that which machine will succeed in the market.

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The Design and Implementation of Computer Game Menu & Analysis of Computer Game in Korea (컴퓨터 게임의 분석과 게임 메뉴의 설계 및 구현)

  • Lee Chang-Jo
    • Management & Information Systems Review
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    • v.7
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    • pp.53-68
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    • 2001
  • In this paper, Computer Games is still going strong. We are still making incremental improvements to the computer game, mobile game, but it seems to have settled into a fairly standard version and layout. Many games have passed through our life over the past couple of years. A number of the best have been written about in these games. Unfortunately there are too many games and too little time, and make some hard choices about what games actually play regularly. This is obviously a very personal list of favorite games, and change fairly regularly as new games rotate in and old games are given a rest for a while. It brings ours to the question of what we look for in a game, and why choose one game to play over another? What does make a game good enough to play time after time? Therefore, a game has to have, above all, interesting tactics and strategy, but also we like originality and simplicity. There is also a certain quality that is very difficult to define that makes some games beautiful. At last in this issue we return to mobile oriented games. This paper will discuss Computer Game Conditions in terms of the different games, components, and Design amd Implementation of Computer Game Menu Simulation based on 4GL, PowerBuilder.

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