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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 11, Issue 6 - Dec 2011
Volume 11, Issue 5 - Oct 2011
Volume 11, Issue 4 - Aug 2011
Volume 11, Issue 3 - Jun 2011
Volume 11, Issue 2 - Apr 2011
Volume 11, Issue 1 - Feb 2011
Selecting the target year
Learning Map as Omniscient View for Learning Interaction in Educational Games
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 3~8
The learning by computer games, is in the spotlight as an effective education method for the game generation. The educational games need to provide additionally an omniscient view of the learning as an objective viewpoint for storytelling of learning. The omniscient viewpoint needs good readability in real-time, and to provide systematically overall and detailed informations of learning. In this paper, we propose the visual learning map as the omniscient view for storytelling of learning. The proposed learning map is composed of the district map, the topic map, and the progress map for the omniscient view of the learning. The proposed learning map is represented by several visual diagrams for real-time readability. The proposed learning map can apply to all the educational games which provide the game minimaps.
An Apply of Structuralistic Storytelling Model to Game Design
Park, Tae-Soon ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 9~20
This article attempts to analyze story of computer game by structuralistic storytelling model. The storytelling model is mainly used in traditional media. But the model is made not only by analyzing the text of story but also chasing the human psychological instinct, so I thought that it is applicable to computer games. Tetris, one of classical game was the object of analysis in this article. As a result, the 7 archetype and 12 journey of hero storytelling model were also available in tetris. The characteristic that the game user becomes protagonist itself must have been taken into account while analyzing game.
A Study on User Characteristics Reflected in Semiotic Process of Web-Based MMORTS
Yoon, Sun-Mi ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 21~30
The form of web-based MMORTS game has changed the way users recognize games. This paper focuses fact that users' semiosis in MMORTS game shows different aspects from MMORPG game and to analyze it through theory of Charles Sanders Peirce. Users in MMORTS make a semiotic process in a wide range of ways including keeping avatars at a distance, reading index mark, and inferring through symbol marks. It leads to call a user in web-based MMORTS an administrator, symbol interpreter, and strategist.
The Nature of Gamestorytelling as Action-Narrative
Kihl, Tae-Suk ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 31~42
This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.
An Exploratory Study on the Extraction of Factors of Purchase Intention of a Smart-Phone Game
Kwon, Hyeog-In ; Kim, Ho-Il ; Choi, Yong-Seok ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 43~53
The purpose of this study was to enhance the factors of the purchase intention of a mobile game for applying existing. For this study, an exploratory analysis was conducted on 40 ordinary peoples to survey through open-ended questionnaires. After that, the factors was examined by 30 experts. finally, closed-ended survey was conducted to confirm the validity and Reliability Verification. As a result, the factors have been identified with 9. From among these, 2 factors were a Newly derived -The factors of a innovation service and device- Through this study, This research will be useful to provide The basis for extended studies of Marketing, Game-development, Market analysis, etc
Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School
Wi, Jong-Hyun ; Song, In-Su ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 55~62
G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.
A Database Creation and Retrival Method of Feature Descriptors for Markerless Tracking
Yun, Yo-Seop ; Kim, Tae-Young ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 63~72
In this paper, we propose a novel database creation and retrieval method of feature descriptors to support real-time marker-less tracking in the augmented reality environments. Each feature descriptor is encoded by integer and multi-level database is created in order to retrieve a feature descriptor efficiently. The retrieval of a feature descriptor is performed as follows: Firstly, candidate feature descriptors are searched by traversing the multi-level database. Secondly, the euclidean distance between input feature descriptor and each candidate one is compared. The shortest one is retrieved. The proposed method is 16 ms faster than previous KD-Tree method for each feature descriptor.
Quantitative Analysis of Flow in MMORPG Games
Nam, Byeong-Cheol ; Bae, Ki-Tae ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 73~84
Online game market accounts for 56.4% of entire game industry in Korea. MMORPG games account for a great part of online game market which have 45.27%. However, most of them are wholly reliant on their subjective criteria - not general rule or standard in the planning and developing process. For this reason, they can be easily misunderstood imitation game which has no difference or creativeness from masterpiece. In this paper to solve this problem especially deals with the quantification of flow through analysis of MMORPG to propose common information or method of quantitative analysis. The method of quantitative analysis which deals with the quantification of flow through analysis of successful MMORPG verifies the effectiveness of the proposed method.
An Exploratory Research on Categorizing e-Sports as One of the Sports
Chae, Hee-Sang ; Kang, Shin-Kyu ;
Journal of Korea Game Society, volume 11, issue 3, 2011, Pages 85~95
This paper focuses on the analysis of sports characteristics of e-Sports. For this purpose, it is important to set up a brand new concept of existing modern sports which is mainly concerned on physical activity. Therefore, In this paper, the researcher newly conceptualized e-Sports by following rapid change of the scene including media-technology, a change of an enjoyment method, the importance increase of sports environment and sports innovation. Also, the researcher tried to analyse how specific categorization of new sports concepts such as post-modern society, consumption & pleasure, homo-ludens, sporting experience, body and mind can be connected to e-Sports. As a result, e-Sports can be found in highly developed global society and consuming society. Furthermore, it can be defined as a 'brand new' concept of sports which features high level of psychological components in participation of activity.