• Title/Summary/Keyword: game analysis

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A Study on Game Production Education through Recent Trend Analysis of 3D Game Engine (3D 게임 엔진의 최신 동향 분석을 통한 게임 제작 교육에 관한 연구)

  • Lee, Myoun-Jae
    • Journal of the Korea Convergence Society
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    • v.4 no.1
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    • pp.15-20
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    • 2013
  • Game engines that allow you to reuse the necessary software components in the development of the game. There are representative game engines such as unreal engine, cry engine, unity3D engine. This paper describes recent game engine technologies, discuss next game engine trend focused on those game engines. And then, proposes educational methods on game production.

Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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The Effects of Adolescents' Social Anxiety on Their Internet Game Flow : Moderating Effect of Self-Discrepancy (청소년의 사회불안이 인터넷 게임 몰입에 미치는 영향 : 자기불일치의 중재효과를 중심으로)

  • Lim, Kang Hee;Kim, Jung Min;Jung, Hye Kyung
    • Journal of Families and Better Life
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    • v.34 no.3
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    • pp.85-94
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    • 2016
  • The study aims to investigate the effects of social anxiety and self-discrepancy on the internet game flow of adolescents, and to explore the moderating effect of self-discrepancy on the relationship between social anxiety and internet game flow. For this purpose, questionnaires on social anxiety, self-discrepancy and internet game flow were administered to 900 middle and high school students in the Gyeonggi region. The data were analyzed through frequency analysis, t-test, Pearson's correlation analysis, stepwise multiple regression analysis, and hierarchical regression analysis using SPSS Win 21. The major findings of the research are as follows. First, social anxiety and internet game flow of adolescents showed a significant difference by gender. The level of social anxiety was higher for girls than that of boys, while the level of internet game flow was higher for boys than that of girls. Self-discrepancy showed a significant difference by grade. The level of self-discrepancy was higher for middle school students than high school students. Second, self-discrepancy was the most significant predictor of the internet game flow in adolescents. Also, gender and social anxiety were significant predictors. Third, the moderating effect of self-discrepancy was found in the relationship between social anxiety and internet game flow in adolescents.

A Crowdsourcing-based Emotional Words Tagging Game for Building a Polarity Lexicon in Korean (한국어 극성 사전 구축을 위한 크라우드소싱 기반 감성 단어 극성 태깅 게임)

  • Kim, Jun-Gi;Kang, Shin-Jin;Bae, Byung-Chull
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.135-144
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    • 2017
  • Sentiment analysis refers to a way of analyzing the writer's subjective opinions or feelings through text. For effective sentiment analysis, it is essential to build emotional word polarity lexicon. This paper introduces a crowdsourcing-based game that we have developed for efficiently building a polarity lexicon in Korean. First, we collected a corpus from the relating Internet communities using a crawler, and we classified them into words using the Twitter POS analyzer. These POS-tagged words are provided as a form of mobile platform based tagging game in which the players voluntarily tagged the polarities of the words, and then the result was collected into the database. So far we have tagged the polarities of about 1200 words. We expect that our research can contribute to the Korean sentiment analysis research especially in the game domain by collecting more emotional word data in the future.

An Analysis of Character Customization System for Motion Sensing Game (체감형 게임의 캐릭터 커스터마이징 디자인 시스템 분석)

  • Huang, HaiBiao;Hyun, Seung-Hoon;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.15-21
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    • 2022
  • With the spread of COVID-19 and restrictions on outdoor exercise, the number of users using motion sensing games indoors is increasing. An avatar-type character design customization system on behalf of gamers is one of the important research topics for developers in that it can increase the game's appeal to gamers. In this paper, a motion sensing game with high sales volume and character customization is selected as a game analysis case. Through the analysis of the character customization system of the three selected games, important elements of the customization system were extracted. Finally, the shortcomings of the motion sensing game character customization system were derived, and improvement plans were presented for the selection system, transformation system, and partial system. It is expected that this proposal will serve as a reference for designing a motion sensing game character customization system in the future.

Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

A Study of Analyzing Live Streaming OTT Service Data: Focused on Youtube Game Broadcasting (실시간 OTT 서비스 데이터 분석: 유투브 게임방송 사례)

  • Choe, Minji;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.61-74
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    • 2016
  • As e-Sports evolves, a variety of industries grow together. Game broadcastings contribute to spread video game culture through various media platforms. Hence people start to perceive e-sports as a genre of sports and the demand on real-time game broadcasting increases. The global game broadcasting channels based on OTT(Over-The-Top) service also increase rapidly. In this paper we understand the status of streaming service and watching attitude of global game broadcasting. We also provide practical suggestions along with analysis results.

The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion (유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향)

  • Kim, Kyoung-Hoe;Chung, Jee-Nha
    • Korean Journal of Human Ecology
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    • v.23 no.2
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

The Development of a Game Contents Metadata Model (게임콘텐츠 메타데이터 모델 개발)

  • Yoon, Sun-Jung;Yoon, Tae-Su
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.73-82
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    • 2009
  • Many organizations at home and abroad have been developing Metadata for reservation and administration of resources in every field. So we developed a game contents Metadata model for the purpose of reusing game contents, reserving copyrights, managing its life cycle, supporting efficiency of searches, and so on. We proceeded with this study by mapping, re-defining, and adding through the analysis of international Metadata standards and the survey of characteristics of game. Developed model is composed of 13 essential elements, 15 selective elements, and expressed by XML. Then we verified the effectiveness of this model's through expert groups' questionnaires, and showed the significance of the development through comparative analysis with the standard models. Accordingly we guess this study will be helpful to stable growth in rapidly growing game industry.

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Correlation Analysis between Game Bots and Churn using Access Record (Access Record를 활용한 게임 봇과 유저 이탈의 상관관계 분석)

  • Kim, Young Hwan;Yang, Seong Il;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.47-58
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    • 2018
  • Game bots distribute a large amount of goods or items used in a game, thereby lowering the value of game goods and items. Also, a large number of game bots hunt monsters and collect items, which hinders ordinary users from enjoying content normally. However, no research has been done on the type of user and the type of activity that the increase in bots specifically affects. Therefore, this study provides a practical implication to encourage users to use games by classifying types based on the game users' access data and analyzing the correlation with user departure due to the increase of bots.