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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
The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game
Kim, Jae-Young ; Sung, Jung-Hwan ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 3~13
This paper focuses on the sequences between game performance, game experience, game generation. Present-day the game has powerful effects to form new human species as game generation. Especially, the experience game is important because it could have one of the most powerful effect by characteristics of own interface. First of all, this paper analyzes a experience of the experience game and researches the game-extended space. Secondly, We create concept of 'new game generation' in order to explain new human species on the experience game. So we can reveal the social meaning of accelerated present state by the experience game through this new analysis.
The System for Activity-Visualization of the Experience Game of Smart Phone
No, Hyo-Houn ; Oh, Eui-Sang ; Sung, Jung-Hwan ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 15~24
Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.
A Study on the Narrative Education of ORPG in Respect to a Play of Thinking
Kim, Dae-Jin ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 25~38
This study examines the possibility of applying ORPG to narrative education in schools. At first, in terms of applying games to education, the choice of the appropriate games for various subjects and lessons seems to be limited. Also there is not much active research being done in the classroom promoting students to create their own games. As a substitute, this article suggests ORPG, known as 'a play of thinking', could possibly be applied to narrative education. In ORPG, gamer's thoughts are defined as 'a thinking of being conscious of hallucinations(幻)' and 'a thinking of a 彈指神功'. The students are encouraged to create 'scenarios of ORPG' and directly experience them by participating as gamer. Focusing on these two class circumstances, the practical effects of applying ORPG to narrative educational field was reviewed and, additionally the students' feedback was surveyed. As a result, two meaningful educational effects were drawn out which may show the positive potential of ORPG being used in narrative education.
An Exploratory Study on the Classification of Digital Game Genre based on the Degree of Interactivity
Kim, Yong-Young ; Kim, Mi-Hye ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 39~49
The fundamental characteristic that digital games have is interactivity. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. Research in the past, however, has not established common criteria for categorizing digital games. This paper resolves that gap by identifying the fundamental characteristic of games, interactivity, and develops a conceptual framework consisting of primary and corresponding participants, and controlling characters. Through an empirical analysis on some digital games, this study shows that the framework could be comprehensive covering all of interactivity during the game. Future research topics are presented based on this framework.
Innovative Capabilities of NCsoft, the Leading Firm in the Korean Online Games Industry
Choi, Ji-Sun ; Kim, Hyung-Jin ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 51~63
This paper investigates the innovative capabilities of the leading company in the Korean online games industry, 'NCsoft'. The company is analyzed with the three types of innovation capabilities such as the capability to manage core competencies, the capability to integrate internal and external knowledge source, and the capability to build innovation policy/strategy. This paper concludes with suggesting the future strategies of the NCsoft by each capability.
Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal
Kim, Kang-Soo ; Han, Yong-Hee ; Jung, Won-Beom ; Lee, Young-Ho ; Kang, Jung-Hoon ; Choi, Heung-Ho ; Mun, Chi-Woong ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 65~73
In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.
A Study on the Flow Factors According to On-line Game Fatigue System
Kwon, Hyeog-In ; Park, Jeong-Eun ; Choi, Yong-Seok ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 75~85
In addition to the quantitative growth of the games industry as a game addiction and social problems have also been increased. Addiction adoption of the resolution was presented to the fatigue system. In this study, flow and addiction affects 6 factors(self-control, positive expectations, interest, competition, positive self-efficacy, negative self-efficacy), depending on whether the adoption lag Flow to affect in any empirical analysis. This fatigue system effect on the game development and to enhance users' flow to do what strategies for theoretical and practical implications are to provide.
The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership
Jang, Yei-Beech ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 87~94
This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.
A Parallel Processing of Finding Neighbor Agents in Flocking Behaviors Using GPU
Lee, Jae-Moon ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 95~102
This paper proposes a parallel algorithm of the flocking behaviors using GPU. To do this, we used CUDA as the parallel processing architecture of GPU and then analyzed its characteristics and constraints. Based on them, the paper improved the performance by parallelizing to find the neighbors for an agent which requires the largest cost in the flocking behaviors. We implemented the proposed algorithm on GTX 285 GPU and compared experimentally its performance with the original spatial partitioning method. The results of the comparison showed that the proposed algorithm outperformed the original method up to 9 times with respect to the execution time.
Noise-Robust Capturing and Animating Facial Expression by Using an Optical Motion Capture System
Park, Sang-Il ;
Journal of Korea Game Society, volume 10, issue 5, 2010, Pages 103~113
In this paper, we present a practical method for generating facial animation by using an optical motion capture system. In our setup, we assumed a situation of capturing the body motion and the facial expression simultaneously, which degrades the quality of the captured marker data. To overcome this problem, we provide an integrated framework based on the local coordinate system of each marker for labeling the marker data, hole-filling and removing noises. We justify the method by applying it to generate a short animated film.