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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
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
A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 3~11
The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.
Development of Stereoscopic 3D Personalized Adventure Game: HowSee
Lim, C.J. ; Chung, S.T. ; Choi, Seung-Hoon ; Lee, Chang-Nam ; Song, Jang-Sup ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 13~22
Advances in display technology, stereoscopic (S3D) in the development of social interest in the content development approach is high but it does not make the standardization of interactive 3D content creation performance is very poor. In this paper, real-time video input from an infrared camera that is based on eye tracking implementation user interface developed 3D interactive adventure game "HowSee" was the process of developing skills in the process, an efficient 3D content production methods were presented. unnormalized S3D-based game content production process on how this development occurred in the trial and how to troubleshoot S3D games, etc. to streamline content creation can be a basis for.
An Improvement of Finding Neighbors in Flocking Behaviors by Using a Simple Heuristic
Jiang, Zi Shun ; Lee, Jae-Moon ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 23~30
Flocking behaviors are frequently used in games and computer graphics for realistic simulation of massive crowds. Since simulation of massive crowds in real time is a computationally intensive task, there were many researches on efficient algorithm. In this paper, we find experimentally the fact that there are unnecessary computations in the previous efficient flocking algorithm, and propose a noble algorithm that overcomes the weakness of the previous algorithm with a simple heuristic. A number of experiments were conducted to evaluate the performance of the proposed algorithm. The experimental results showed that the proposed algorithm outperformed the previous efficient algorithm by about 21% on average.
Valuation of Online Game Developers Using Real Options Analysis: the Case of Korea
Yoo, Chang-Sok ; Heo, Eunn-Yeong ; Kim, Min-Kyu ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 31~41
To sustain the competitive edges in the online game industry, many publishers invest online game developers at early stages. However, the fair value of online game developers at early stages cannot be calculated with traditional valuation methods due to the high level of uncertainties in technology and market. Based on the literature reviews, we recommended real options analysis for the proper valuation methods of online game developers at early stages, and compared it with other methods using "Bluehole Studio" investment case. The case study result showed that real options analysis is better in explaining the market value as expected.
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 11, issue 5, 2011, Pages 43~52
This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing >
) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (
> Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.
An Analysis on Discourses of SIMS2 Players in Korea
Kim, Jong-Deok ; Song, Su-Hyun ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 53~65
If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.
A Study of a Virtual Reality Interface of Person Search in Multimedia Database for the US Defense Industry
Kim, Na-Young ; Lee, Chong-Ho ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 67~78
This paper introduces an efficient and satisfactory search interface that enables users to browse and find the video data they want from a massively huge video database widely used in various multimedia environment. The target user group is information analysts at US defense industry or governmental intelligence agencies whose job is to identify a certain person from a lot of video footage taken from CCTV(Closed-circuit Television) cameras. For the first user test, we suggested the CAVE-like virtual reality interface to be the most optimal for the tasks we designed for, so we compared this interface with desktop interface. The softwares and database developed and optimized for each task were used in this user test. For the second user test, we researched on what input devices would be most optimal for enhancing efficiency of search task in the CAVE-like virtual reality system. Especially we focused our effort on measuring the effectiveness and user satisfaction of three different types of devices that embody gestural interface input system that encourages users' ergonomic control of the interface. We also measured the time consumed for performing each task to find out the most efficient input device among the ones tested.
Case Study and Development of Quest-Based Learning Using QR Code
Park, Hyung-Sung ;
Journal of Korea Game Society, volume 11, issue 5, 2011, Pages 79~88
The purpose of this study is to confirm meaning for quest-based learning designed as one of learning methods with new media, which the contents were made of QR code based on smart-phone. For this purpose, this study conducted 8 times of class during one month with 32 elementary third graders. And analysis for the result of this study was carried out MANOVA focus on four sub-factor of motivation. The results showed positive effect for quest-based learning in attention and confidence factor on motivation. Quest-based learning of gaming version as a learning method using various media can use a learning method for facilitation of learner participation, supporting of learning by doing.