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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Game Society
Journal Basic Information
Journal DOI :
Korea Game Society
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Volume & Issues
Volume 12, Issue 6 - Dec 2012
Volume 12, Issue 5 - Oct 2012
Volume 12, Issue 4 - Aug 2012
Volume 12, Issue 3 - Jun 2012
Volume 12, Issue 2 - Apr 2012
Volume 12, Issue 1 - Feb 2012
Selecting the target year
A Research on the Extended Definition of Educational Serious Game and Guiding Directions through Categorizations of Serious Games
Kim, Sa-Hoon H. ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 3~13
DOI : 10.7583/JKGS.2012.12.1.3
The study was conducted for cohering academical achievement of serious game studies as well as for attempting to give directions for interdisciplinary development. The purpose of the study were, first, it provides a rationale for integrating game studies lied scattered into a game study field or game industry. Second, by providing exemplary studies according to categories and by analyzing how those studies have been studied, this study provides a milestone for future researchers who are interested in serious game studies. In the article, the author suggests the extended definition of educational serious game study. The educational serious game study is "the study which investigates educational affordances of game including both explicitly intended designed for education and designed for fun but having implicit educational meanings, through the context of formal educational settings as well as informal environments." The author also researched how extended educational serious game studies have been researched according to four categories; game studies which researched educationally designed serious games, commercial games used for educational fields, educational serious games for informal learning, and those found meanings of games. This study has scholarly significance, especially on game study fields. for delineating game studies, a range of proposed and actual applications of educational serious game are reviewed, guiding directions for future studies.
An Analysis on Achievement-assessing Style for Serious Game
Yoon, Seon-Jeong ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 15~24
DOI : 10.7583/JKGS.2012.12.1.015
Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.
A Study on Analysis of Type of Tutorial for Serious Game
Yoon, Seon-Jeong ; Park, Hee-Sook ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 25~32
DOI : 10.7583/JKGS.2012.12.1.025
In recently, one of the most interests is a field related with serious game. Most game users perform the first for the executing of tutorial before they use a serious game for the first time. But in most case, developers do not recognize importance of tutorial and they do not consider the type of user preference tutorial and make tutorials only as developer's intentions. In our study, we carry out investigation and analysis about type of providing tutorials in representative serious games. Also, we do a survey of users' preferences for types of tutorials. If developers use the result of our study and we can expect more convenient and good quality of tutorial development.
Rhythm Game Design for Effective Music Education
Park, Seung-Ie ; Kihl, Tae-Suk ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 33~42
DOI : 10.7583/JKGS.2012.12.1.033
This study is intended to design a rhythm game improving the student's capacity to learn and appreciate music. This game was tested in the music classes of an elementary school. The note patterns reflecting melody affected the perception of pitch, duration, and loudness of the music. This study also presented that the factor influencing students' immersion in music and learning music was the multi-sense of sight, hearing, and touch.
Sequential Step of Simulacre in Social Network Game
Seo, Seong-Eun ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 43~55
DOI : 10.7583/JKGS.2012.12.1.043
In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.
Robotic String Musical Instrument as an Interactive Game Prototype
Kim, Tae-Hee ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 57~65
DOI : 10.7583/JKGS.2012.12.1.057
Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.
A Study on Effectiveness and Preference of Tangible Fitness Game
Kim, Eui-Young ; Park, Chang-Hoon ; Kim, Dae-Geun ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 67~77
DOI : 10.7583/JKGS.2012.12.1.067
With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.
Effectiveness of G-Learning Math Class in Increase of Math Achievement of K-5 Students in USA
Wi, Jong-Hyun ; Won, Eun-Sok ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 79~90
DOI : 10.7583/JKGS.2012.12.1.079
This study suggests effects and procedure of G-Learning math class which had implemented toward a class of K-5 for 6 weeks in La Ballona elementary school located in Culver City, LA in USA. For designing G-Learning math class, developing the G-Learning contents, constructing teaching and learning model, publishing the teacher and student's book and conducting teacher training were carried out. As for the results, the achievement score of G-Learning class rose 12 points which marked higher improvement than the compare class. Also in G-Learning class, the score of 1/3 lower achievement group increased 22 points and 1/3 higher achievement group rose 9 points with statistical significance. Moreover, after G-Learning math class, interest and awareness to effectiveness toward G-Learning math was positively increased.
Study on Player Attitudes Regarding Gender in the MMORPG Customization Process
Paik, Chul-Ho ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 91~101
DOI : 10.7583/JKGS.2012.12.1.091
The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.
A Study of the Changes of Game Music
Lee, Jeong-Hyeok ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 103~111
DOI : 10.7583/JKGS.2012.12.1.103
Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.
A Research of Learning Assessment, Learning Flow, Learning Satisfaction of Elementary School Music Classes Utilizing Rhythm Action Game based on the Smart Device
Kwak, So-Jung ; Kihl, Tae-Suk ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 113~122
DOI : 10.7583/JKGS.2012.12.1.113
This study is focused on the effect and satisfaction of Education of Music Appreciation by utilizing music game. In order to come up with the result, the study has conducted an experimental comparison using 107 male and female 4th grade students at G-elementary school in Gyeonggi-do. As a result, the class that teaches with the game has relatively higher learning assessment, study involvement and in particular, has a significantly increased satisfaction level than the class that only uses music appreciation. In addition, it analyzes that study involvement and satisfaction has an effect on learning assessment. The results of this research deemed to contribute direction of planning on learning contents by applying Smart Devices in regular school classes.
Real-time Phoneme Recognition System Using Max Flow Matching
Lee, Sang-Yeob ; Park, Seong-Won ;
Journal of Korea Game Society, volume 12, issue 1, 2012, Pages 123~132
DOI : 10.7583/JKGS.2012.12.1.123
There are many of games using smart devices. Voice recognition is can be useful way for input. In the game, voice have to be quickly recognized, at the same time it have to be manipulated promptly as well. In this study, we developed the optimized real-time phoneme recognition using max flow matching that it can be efficiently used in the game field. Firstly, voice wavelength is transformed to FFT, secondly, transformed value is made by a graph in Z plane, thirdly, data is extracted in specific area, and then data is saved in database. After all the value is recognized using weighted bipartite max flow matching. This way would be useful method in game or robot field when researchers hope to recognize the fast voice recognition.