• Title/Summary/Keyword: games

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How to improve English communicative proficiency in primary schools by performing games and songs in English classes (게임과 노래를 통한 초등영어 학습지도)

  • Im, Byung-Bin
    • English Language & Literature Teaching
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    • no.4
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    • pp.85-116
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    • 1998
  • Since the 1980's language teachers have been urged to take more communicatively oriented practice instead of traditional audio-lingual and grammar-translation instruction. However, there are many reasons why communication-centered teaching approaches haven't been easily adopted in Korea. First of all many English teachers haven't been prepared for communicative language teaching. And class size is very large. Another reason is that students' reading and writing skills are more important than their speaking and listening skills to enter colleges. But the world has been changing rapidly. We have many chances to meet foreigners and to talk to them. So many students want to improve their communicative proficiency. The purpose of this study is how to improve their communicative proficiency by performing games in English classes. There are many advantages of using games and songs in the classroom. First, games are motivating and challenging. Second, students can improve their four skills(speaking, writing, listening and reading skills) by using games and songs. Thirdly, games and songs help students to study English without their conscious efforts and to practice English repeatedly because they are interested in them. Fourthly, games and songs create a meaningful context for language use. Lastly, students can learn English with less tension and anxiety. Therefore, English games and songs are worthy of using in classes. To use English games and song more effectively, more various and useful materials have to be developed for English teachers and have to be introduced pertinently into classes.

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A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

A Study on the Effects of Internet Games Shutdown Policy in Korea (한국의 인터넷 게임 셧다운제 정책의 효과성에 대한 연구)

  • Jeon, Jong-Soo
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.99-108
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    • 2014
  • This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.

Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

Cooperative effect in space-dependent Parrondo games (공간의존 파론도 게임의 협력 효과)

  • Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.745-753
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    • 2014
  • Parrondo paradox is the counter-intuitive situation where individually losing games can combine to win or individually winning games can combine to lose. In this paper, we compare the history-dependent Parrondo games and the space-dependent Parrondo games played cooperatively by the multiple players. We show that there is a probability region where the history-dependent Parrondo game is a losing game whereas the space-dependent Parrondo game is a winning game.

A Study on the Characterization of Otome Games

  • XiaoHan Zhang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.284-289
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    • 2024
  • In recent years, Otome Games, as a popular game genre, have a considerable number of players in the game market and gained high profits. This paper explores the characteristics and influence of Otome Games by analyzing the audience group characteristics, narrative structure, audiovisual design, and other aspects of Otome Games. The study shows that Otome Games attract young women through immersive relationship experiences and diversified plot directions, but there is a trend of templatization in audiovisual design. Nevertheless, the genre's emphasis on high realism and sophisticated simulation systems continues to deliver a compelling immersive experience, making these games an integral part of players' lives.

An Interactivity-based Framework for Classifying Digital Games

  • Kim, Yong-Young;Kim, Mi-Hye
    • International Journal of Contents
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    • v.6 no.4
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    • pp.35-38
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    • 2010
  • The current categorization of digital games is not objective and is unable to assess the latest and more complex digital games. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. The fundamental characteristic of digital games is interactivity. This paper addresses the current categorization gaps through the lens of interactivity. Through this lens, a conceptual framework consisting of primary and corresponding participants and controlling characters is developed. Future research topics are then presented based on this framework.

Ripple Effects of Electronic Games and Evolution of Electronic Game Platforms

  • Eun, Kwang-Ha
    • International Journal of Contents
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    • v.6 no.1
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    • pp.20-25
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    • 2010
  • This paper discusses an academic study on electronic games and their incredibly vast and rapid growth over the years. It specifically addresses the evolution of electronic games from the 1960s to today, the ripple effects of electronic games, and the development of electronic game platforms. In terms of scope, the study first describes the ripple effects of the emergence of electronic games in chronological order and from the "immersion" and "convergence" perspectives, and then explores the evolution of electronic game platforms such as arcade machines, video consoles, personal computers, and mobile game devices.

Gender Equity in Mathematical Game Software for Elementary School (성 평등적 초등수학 학습용 게임 소프트웨어 평가 준거에 관한 연구)

  • 권오남
    • Education of Primary School Mathematics
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    • v.5 no.2
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    • pp.95-110
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    • 2001
  • What characteristics of computer games encourage persistence, engagement, and learning for both girls and boys\ulcorner The purpose in conducting this research was to identify characteristics of computer games that engage all children-girls and boys- in significant mathematical learning. A set of criteria for evaluating gender fair computer games was developed. Much of this research had involved observing children playing computer games in pairs and small groups. Two game softwares were analyzed by way of dialogues that occurred with the games.

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Analysis of success factors for games using animation IP - Focusing on <Digimon story cyber sleuth>

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.388-395
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    • 2024
  • The current state of the domestic game industry is that most of the sales generated in the domestic game industry occur on PC and mobile, and the genre is limited to RPG, so games of similar genres are repeatedly released to increase sales. To solve this situation, games using IP are being discussed, and games based on webtoon and animation IP are being released. In this way, we would like to analyze and consider ways to utilize IP well and success factors focusing on "Digimon Story Cyber Sleuth."