• Title/Summary/Keyword: game methods

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A Survey of Game Mechanics Simulation Methods (게임 메카닉스 시뮬레이션 방법에 관한 조사연구)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.441-450
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    • 2005
  • As game markets are rapidly growing, the cost and period of game development are both increasing. These imply that the game development projects require more professional management of the project. Game mechanics is an algorithm of the gameplay on a specific game-platform. Game mechanics is concentrated on engineering elements of the game and its quality should be continuously managed from the design phase to the implementation phase. In the design phase, useful methods that can analyze the quality of game mechanics are the simulations. There are several simulation methods of the game mechanics but each method has limited use range because of its characteristics. In this Paper, we survey the game mechanics simulation methods and analyze the characteristics of each method. By the analyzed results, the Petri net model simulation method is good for analyzing total quality of no-error, optimization, and play-balance of the game mechanics but others are not.

A Study on the Data Linkage Method of Online Game Server (온라인 게임 서버의 데이터연동 방식에 대한 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.83-94
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    • 2015
  • Methodology of server development is so important for the development of online game because the client where the users play the online game depends on the server. In this research, we have studied data linkage methods of the online game server which permits the server to save and retrieve the user data on the database. The data linkage method of the server is critical to make the users continue their games anywhere online. In this paper, several data linkage methods have been proposed and classified with their definitions. The proposed methods have been evaluated with the experimental data. It will contribute for the developer of online game server to choose a good data linkage method for the features of the game.

A Study of Effective game designing processes (효과적인 게임 기획 프로세스 방안 연구)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.35-44
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    • 2016
  • The progress of the game engine make us easier to develop a game product and it is possible for one man to make a game. This means that if you have ideas about game, you can make a game as you thought only if you know how to design a game. Because the game designing is not the field that may not be used like tools and could not buy like graphical data. This study, based on the practice, presented to the understanding and guidance for people who want to know about game designing such as no experienced person and starting new game design. These contributions are supported by a detailed exploration of common understandings of game design methods so that I expect to help designing or managing the project.

A Review on Domestic Game Research for The Elderly (노년층을 대상으로 한 국내 게임 연구 동향 분석)

  • Jang, YeiBeech
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.37-48
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    • 2019
  • This study aimed at reviewing research trends and issues of domestic game studies for the elderly. Total 41 KCI papers were chosen for the final analysis and the author explored the research subjects, research fields, and research methods. Results showed that the majority of research subjects were game development and game effects. It was also found that most of the research has been done in interdisciplinary and engineering fields. In terms of research methods, game development and experiment were most popular and widely used methods. By summarizing the important terms, major research issues of game studies for the elderly were explored in conclusion and discussion.

A Comparative Analysis of Design Methods for Educational Games (교육용 게임디자인 방법들의 비교분석)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.25-35
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    • 2010
  • The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

A Survey of Representation Methods of Game Rules in Game Design (게임디자인에서 게임규칙 표현방법 조사연구)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.39-45
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    • 2006
  • In game developments, the design results are often modified not only in the design phase but also in the implementation and test phases. The results of game design are consisted of the results of game rule design and the results of game contend design. The results of game rule design should be correctly understood to all the participants, be efficiently managed by the given configuration controls, and be accurately verified. In this study, we carry out a survey of representation methods of game rules in game design. We have the comparison analysis of the written representation, the UML representation, the Petri net representation, and script-language representation methods about the suitability of the representation method for game rule designs. The comparison analysis is about the representation scope, the visual representation, the automated verification, and the configuration management. The analysis results show that the UML representation is the best method but it needs more convenient automated verification method.

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An Efficient Interruption Handling for 3D Games based on Android Platform

  • Viet, Doan Quang;Choi, Chang Yeol
    • International Journal of Contents
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    • v.8 no.4
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    • pp.42-49
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    • 2012
  • Recently the unprecedented progress of Android platform and Google Play has brought more opportunities for individual mobile game developers. When playing an Android 3D game, users can accidentally hit HOME Key or BACK Key or receive an incoming message. Subsequently, another screen will appear on top and make the game application lose focus, or the operating system pause that game. These interruption events may also lead to the loss of game information or the game runs out of user control if that game cannot catch interruption events itself and resume at the exact time. As same as other mobile platforms, Android platform also provides Activity Lifecycle methods to help the game application control interruption problems. However, these methods are not adequate to solve all the interruption events. By implementing ANDCube game, we examine most of the possible interruption cases and propose some solutions to help Android game developers avoid some common interruption cases. Concurrently, we show the ways how a game application can catch all unavoidable interruption events and effectively resume from interruption to obtain a high quality game.

Research on improving efficiency in VR game development

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.74-80
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    • 2023
  • Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

An Object-oriented Design Method of Game System for Game Designers (기획자를 위한 객체지향적 게임시스템 기획 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.17-26
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    • 2016
  • In the domestic game development field, game system planning is the work that game designers design the gameplay mechanics system to satisfy the game concepts in the perspective of creative design by data structural methods. But the programmers work to design the game system based on the results of the game system planning in the perspective of engineering design by object-oriented methods. This work process is a high risky way for high occurring probability of communication errors between the game designers and programmers, and mismatching errors in their work results. In this study, we propose an object-oriented design method of game system for the game designers in order to resolve this problem. The proposed method is a customized one of GRAPPLE object-oriented SW development guidelines to suit the game system planning. To investigate the effectiveness of the proposed planning method for the game designers, we carried out a survey targeting 10 game system designers working in the domestic game industry. The survey results show that the necessity and effectiveness of the proposed method is "a little over" for almost the game designers.

Design and Implementation of A Load Balancer Based on Load Equality between Game Servers (게임 서버간 부하의 균일성에 기반한 부하 분산기 설계 및 구현)

  • Um, Nam-Kyoung;Moon, Hyung-Jin;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3B
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    • pp.168-174
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    • 2007
  • All of users who connect to mobile game want to play seamless real-time game without any loads on game servers. However, as for existing methods, it is not available to effectively distribute server loads. Therefore, in this paper, we design and implement an uniform variance-based load balancer for distributing loads of game servers for wireless online games by suitable load balancing methods. With this methods, we can deal with dynamically increasing game servers as the information about load balancing of specific period is applied to the administrator.