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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Game Society
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Journal DOI :
Korea Game Society
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Volume & Issues
Volume 10, Issue 6 - Dec 2010
Volume 10, Issue 5 - Oct 2010
Volume 10, Issue 4 - Aug 2010
Volume 10, Issue 3 - Jun 2010
Volume 10, Issue 2 - Apr 2010
Volume 10, Issue 1 - Feb 2010
Selecting the target year
A Suggestion of Conceptual Model of Industrial-Educational Cooperation through Practical Game Development
Eun, Kwang-Ha ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 3~13
This study suggests about industrial-educational cooperation model through a case study by practical training by industrial-educational cooperation. Practical training of game development process is organized as industrial-educational cooperation pipe-line to represent whole process model, and step-cases about this are described. The purpose of this study is for learners to experience practical industry development process in a direct or indirect way. And above all, educators role in each stages of development is also important. This study would be used as a reference data about practical training and studies related with industrial-educational cooperation.
A Study on the Storytelling of Web-based MMORTS 'Tribal War'
Lyou, Chul-Gyun ; Lim, Su-Mi ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 15~24
Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and
from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.
The Research on Applying FMEA to Evaluate the Safety of Tangible Game - Focusing on Wii Accident Cases -
Kim, Woo-Ri ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 25~35
This paper researched the possibility of applying FMEA that estimates and eliminates the failure modes into the measurement of tangible game's safety. Tangible game with actuation makes unexpected accidents for the game users. And this article tried to give risk priority number to 2 categories, game device and physical injuries using FMEA method. The result showed that TV and Hand laceration and/or bruise were revealed as the most risky factors among the others. In conclusion, it is suggested that FMEA can present integrated, quantitative and coherent measurement for the safety of tangible game.
Screen Image and Subjectivity of 3D First-Person Shooting Game
Jeon, Gyong-Ran ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 37~45
This study examines the characteristics of screen image of 3D first-person shooting games and the newly created subjectivity by that image. 3D first-person shooting games create immersion by remediating the visual experience in the real world. The construction of subjective perspectives and comparatively clear interface are the important features of 3D first-person shooting games. The subjectivity created by this games' image is different from the subjectivity constructed by suture of film. Gamers have the dominant position of the subject of looking, gaming and narrating, but the narrating position is never permanent nor stable. Because the position has the limited sight of first-person, not the comprehensive sight of third-person.
The Study on Evolution of Online-game Item Cash-trade-system as Complex Adaptive System
Chang, Yong-Ho ; Joung, Won-Jo ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 47~59
Differing from most of current studies which recognizing game item cash-trade as simple static system, this study approaches game item cash-trade as Complex Adaptive System through historical analysis. The item-trade is a complex phenomenon converging between cyber-economy and real-economy, and production and consumption process of game-item are evolving dynamically over time. The results are following: first, the early item-trade emerges in endogenously rather than results from purposed system designed by singular actor. Second, after the early item-trade, the trade system as a CAS which various voluntary actors(single user, factory, game company, user community, agency, etc.) participates in is self-organizing for trading safety and efficiency. Third, the complex adaptive item-trade system satisfies actor's needs interdependently and accelerate positive feedback powerfully. This study implies that purposeful control disregarding emergent adaptive item-trade system distorts system efficiency and can lead to unintended policy failure.
A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games
Ryu, Sung-Il ; Park, Sun-Ju ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 61~71
This study looks into the usage pattern in online games based on genres and socio-demographic characteristics. Compared to the prior studies that adopted survey as their main research method, this study has analyzed the actual data of game login records and adopted parametric modeling and mathematical approach. In terms of the socio-demographic characteristics, the following facts were confirmed: men > women by gender, students > white-collars > housewives > blue-collars > self-employed > jobless(etc.) by occupation, college graduates > K-12 students > high-school graduates > undergrads & grads by academic background, 3∼5 million > 1∼3 million > over 5 million > less than 1 million by income levels, and not married > married by marital status. In terms of genres, the population of the players is in the order of web board games, RPG, action/racing/shooting, and sports. The RPG game is confirmed to have a higher level of MCR (Max Concurrent User Ratio) than any other genres. On the other hand, the hypothesis on the difference in Repeated Use Ratio according to genres is rejected. This study has also confirmed that interactions exist between gender and age; genre and gender; genre and age among online game users, and conducted post-hoc analysis about those interactions.
A Design of Serious Game Metadata Schema for Reliability and Compatibility
Yoon, Sun-Jung ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 73~82
The Metadata are used for the reuse of core information, distribution and management, protection of copyright and prevention of overlapping investment. Serious game consists of multi-hierarchial multimedia data. And quality information is very important for selection according to the purpose of the game. In this paper, we designed the serious game metadata schema, including multi-media characteristic information and measurable quality information. This study will lay the groundwork for the development of metadata system which can provide serious game users with reliability through quality information, and with compatibility through multi-media characteristic information. Furthermore, we hope this study will be helpful to stable growth in serious game industry.
A Scheme for Efficient Synchronization on Real Time Strategy Games
Kim, Hye-Young ; Im, Young-Jong ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 83~92
The command that game users give should be reflected to the game immediately and should be transferred to several objects at once. Also, all game users who participate in game should keep the same progress situation in Real-Time Strategy game. But it takes a certain amount of time to get the command pass to other users, and it is important issue that many commands are synchronized in a short amount of time on server of RTS game. Therefore we propose a scheme for an efficient synchronization based on event locking method on RTS game in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.
Design and Implementation of Group Behaviors for Doves by Using a Finite State Machine
Lee, Jae-Moon ; Cho, Sae-Hong ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 93~102
This paper is to design and implement the system to simulate spontaneously the group behaviors for the various states of doves. To do this, the group behaviors of doves were divided into the four action models such as 'Flying', 'Landing', 'Eating' and 'Taking off'. The steering forces composing of each action model were found and each action model was designed by using the finite state machine. The designed system was implemented by integrating the Ogre engine. From the simulations of the implemented system, the values of the parameters for the steering forces were found so that it can represent the spontaneous group behaviors of doves.
Realistic Rendering of Woven Surface using Procedural Bump Mapping
Kang, Young-Min ;
Journal of Korea Game Society, volume 10, issue 3, 2010, Pages 103~111
In this paper, an procedural approach to photorealistic rendering of woven fabric material is proposed. Previously proposed procedural approaches to fabric rendering have the disadvantage that the rendering result is not sufficiently realistic. In order to enhance the realism, researchers employed example-based approaches. However, those methods have serious disadvantage that they require huge amount of storage for the various reflectance properties of diverse materials. The proposed method can express the reflectance on weft and warp yarns by alternating the anisotropic reflectance on yarns. In addition, we propose the proposed method procedurally models the bumpy yarn structure of woven fabric to obtain plausible rendering results. The proposed method can efficiently reproduce realistic virtual fabric without any reflectance data sets.