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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
Journal Basic Information
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
An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise
Choi, Jong-Yun ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 3~11
The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.
A Study on the Structure and Characteristics of Social Games
Jeon, Gyong-Ran ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 13~22
In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence.
shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text,
reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.
The Development of Serious Game for the Cognitive Ability Training using Smart Device
Yang, Yeong-Wook ; Lim, Heui-Seok ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 23~31
The cognitive abilities are functions in human brain. They are closely with the real life. The cognitive abilities are likely to be decreased when human gets older and older. Fortunately, due to the plasticity of human brain, it is possible to help recover and rehabilitate brain function. Those efforts are called brain training and cognitive ability training. The cognitive ability training needs continuous trials and efforts. But many users feel boring because of simple repetitive works. This paper proposes a cognitive training system implemented in a smart device. The proposed system is designed to make users to focus on the repetitive training by using game-based tasks on the smart device. It shows that the proposed system is effective to attention and flexible on cognitive training game.
Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided
Oh, Seong-Suk ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 33~42
In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.
Development and Analysis of a Walking Game Using Controllers of Armrests and Footboards (Title: Paldokangsan)
Kim, Kyung-Sik ; Oh, Seong-Suk ; Ahn, Jin-Ho ; Lee, Sun-Hyung ; Lim, Kyung-Choon ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 43~52
We have developed a serious game for the game-aided human life and entertainment for the elders with the concept of enjoying scenic beauties in Korea walking in the room using controllers of armrests and footboards with PC. The expected effects of the game are the satisfaction of bodily sensation with cooperation and competition, and also remedy by entertainment such as vital power, maintaining mental functions with the game playing. We have tested 309 elders who were more than 65 years old in Cheonan city community center for the elderly. 76.1% of them answered they were satisfied totally for the game play, average grade for the interest/fun of the game was 4.13 points with full 5 points. 89.4% of them replied they would like to play the game again. We found the intended permissiveness and coenesthesia of the game was appealing to elders.
Reliability Effect Analysis for Game Software Verification and Validation
Son, Han-Seong ; Roh, Chang-Hyun ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 53~60
Since the importance of software reliability for game service increases continuously, the reliability evaluation becomes very important. This research performed an experiment which was intended to analyze the effect of software verification and validation, a representative activity of the software development process, on the software reliability. The results from the experiments provided the reliability evaluation based on the development process (e.g., Bayesian Belief Network based reliability estimation) with very useful bases.
NPC Control Model for Defense in Soccer Game Applying the Decision Tree Learning Algorithm
Cho, Dal-Ho ; Lee, Yong-Ho ; Kim, Jin-Hyung ; Park, So-Young ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 61~70
In this paper, we propose a defense NPC control model in the soccer game by applying the Decision Tree learning algorithm. The proposed model extracts the direction patterns and the action patterns generated by many soccer game users, and applies these patterns to the Decision Tree learning algorithm. Then, the proposed model decides the direction and the action according to the learned Decision Tree. Experimental results show that the proposed model takes some time to learn the Decision Tree while the proposed model takes 0.001-0.003 milliseconds to decide the direction and the action based on the learned Decision Tree. Therefore, the proposed model can control NPC in the soccer game system in real time. Also, the proposed model achieves higher accuracy than a previous model (Letia98); because the proposed model can utilize current state information, its analyzed information, and previous state information.
Acceleration of Terrain Rendering Using Bounding Box Subdivision
Lee, Eun-Seok ; Lee, Jin-Hee ; Jo, In-Woo ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 71~80
Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.
Online Game Identity Theft Detection Model based on Hacker's Behavior Analysis
Choi, Hwa-Jae ; Woo, Ji-Young ; Kim, Huy-Kang ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 81~93
Identity theft happens frequently in popular MMORPG(Massively Multi-player Online Role Playing Games) where profits can be gained easily. In spite of the importance of security about identity theft in MMORPG, few methods to prevent and detect identity theft in online games have been proposed. In this study, we investigate real identity theft cases of an online game and define the representative patterns of identity theft as the speedy type, cautious type, and bold type. We then propose the automatic identity theft detection model based on the multi-class classification. We verify the system with one of the leading online games in Korea. The multi-class detection model outperforms the existing binary-class one(hacked or not).
A Game System Design for Local Wireless Network using Zigbee Technology
Kang, Sung-Kwan ; Kim, Kwan-Woong ; Kim, Hong-Ki ; Ahn, Tae-Hong ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 95~102
At present, with the rise of smart-phone market supported the Wi-Fi, smart-phone based network content has propagated rapidly. But, network content service is difficult in feature phone and multimedia device not supporting the Wi-Fi or supporting only the bluetooth. This paper was used the zigbee technology supporting low power, low cost, availability, multi channel, broadcasting compared to the bluetooth or Wi-Fi. It will provide a variable network game development by utilizing the zigbee technology. Also, it is provide the development of variable mobile network contents using the zigbee.
Development of Gesture Recognition-Based 3D Serious Games
He, Guan-Feng ; Park, Jin-Woong ; Kang, Sun-Kyung ; Jung, Sung-Tae ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 103~113
In this paper, we propose gesture recognition based 3D Serious Games to prevent dementia. These games are designed to enhance the effect of preventing dementia by helping increase brain usage and physical activities of users by the entire body gesture recognition. The existing cameras used for gesture recognition technology are limited in terms of recognition ratio and operation range. For more stable recognition of the body gestures, we recognized users with a 3D depth camera, obtained joint data of users, and analyzed joint motions to recognize gestures of the body. Game contents were designed to practice memory, reasoning, calculation, and spatial recognition focusing on the atrophy of brain cells as a major cause of dementia. Game results of each user were saved and analyzed to measure how their recognition skills improved.
An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games
Kwon, Hyeog-In ; Kim, Ho-Il ; Choi, Yong-Seok ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 115~125
Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.
The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon
Yoo, Byung-Joon ; Kim, Kwan-Soo ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 127~138
The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.
Development and Usability Analysis of a Serious Simulation Game on the Smart Phone
An, Sang-Ha ; Roh, Chang-Hyun ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 139~148
Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.
A Study on Types and Characteristics of Arcade Games from a Historical Perspective
Kum, Bo-Sang ; Kim, Dong-Hyun ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 149~158
This study investigated the types and characteristics of arcade games that have marked the beginning of the game industry. Arcade game equipment have been largely evolved from 'mechanical arcade game equipment' to 'electro-mechanical arcade game equipment', and to 'video arcade game equipment' In these evolution processes, arcade games have had unique characteristics distinct from other game platforms. These characteristics included the properties of 'space' and 'time', 'original form of gameplay', 'simple interface' and 'performance feasibility.' The recent stagnation of arcade games was due to the fact that the characteristics of arcade games started to lose their unique characteristics since these were also spread to other platform of games.
A Study on Moral Functionalities of Digital Game as an Art Form
Ahn, Kay-Youn ; Woo, Tack ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 159~170
It seems that social distrust toward morality of video games has not been deducted even the influence of video game has increased drastically for last few decades. To rationalize the identity of video game and its social legitimacy, this paper first considered video game genre as a new art form. By doing so, we could derive various aesthetical and moral issues to dispute in modern society. Secondly, by considering former issues, this study could figure out moral vulnerabilities of the genre according to its own form, by categorizing them into virtual reality, interactivity and simulation. To suggest most effective way to overcome its immorality by functionalize social feedbacks which elaborately designed based on John Dewey's pragmatist aesthetics and immoralism.
The Development of Interactive Wireless-Game Device based on Multi-Channel Electromyography for Rehabilitation in Patients with Hemiplegia
Kim, Kang-Soo ; Kang, Jung-Hoon ; Mun, Chang-Su ; Choi, Heung-Ho ; Mun, Chi-Woong ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 171~180
An interactive wireless-game device based on multi-channel electromyogram has been developed to help rehabilitation of patients with hemiplegia. The device is able to provide a visual feedback and rehabilitation motivations to the patients. The game contents were made according to the number of applied channels and, their level and speed can also be controlled depending on the recovery states of patients. Patient satisfaction survey was conducted to evaluate the necessity and usefulness of the proposed device after playing the game. The results show that the proposed system is expected to give hemiplegia patients exciting and effective rehabilitation chances, if more diverse and specialized rehabilitation games are developed.
A Study on the Electromagnetic Card System of Arcade Games within the Framework of Relieving Speculation
Park, Jong-Il ; Kim, Dong-Hyun ; Huh, Moon-Haeng ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 181~191
This study establishes the theory of minimizing the Speculation occurring and creates the promotion of the domestic Arcade Game. The study analyzed the present Game Rating of speculation standard in this field and compared the domestic instances with international ones. The study therefore proposes that the domestic game industry should adopt the future model of electromagnetic-card that will lead to the basis of the industry that is not under the system at present. The new system will also verify the useful alternative that will enhance the domestic Arcade Game.
High Density Crowd Simulation based on SPH
Kang, Shin-Jin ; Lee, Jung ; Kim, Soo-Kyun ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 193~199
Producing high density crowd simulation is time-consuming task as increasing the number of individuals in the crowds. In this paper, we propose a new control technique that can create realistic high density crowd simulation by using Smoothed Particle Hydrodynamics (SPH) method from fluid simulation field. Equations in SPH method are modified for evacuation, distance maintenance, and group maintenance forces for individual behaviors in the crowds. Experimental results showed that the proposed system could enable natural high density crowd simulation efficiently.
The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement
Kim, Ock-Tae ;
Journal of Korea Game Society, volume 11, issue 6, 2011, Pages 201~212
This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.