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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 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
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A Study on Enhancing Efficiency for Feeling-of-Hit in Games
Moon, Sung-Jun ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 3~14
DOI : 10.7583/JKGS.2012.12.2.3
As one of elements to be able to endow more exciting and higher degree of completion for game, the feeling of hit is realized by image, sound and body-sensing (vibration) effects. When the feeling of hit is realized by game developer, most proper effects will be chosen with regard to genre, system and standpoint of world for the game. In general, most of choices for the effects are performed by the experience of game developer or referring the other games. Nevertheless the related studies are not significant in comparison with the importance for the feeling of hit, and the fundamental studies are mostly not accomplished. This paper introduces a study on efficiency and important factors for the feeling of hit by analyzing the properties and degrees of feeling for all effects to represent the feeling of hit through experiments. For this, a software simulator was implemented to test all effects and therewith the final results are presented through questionnaires for the feeling of hit sent to gamers. Our results are expected to be used to accomplish higher degree of completion for mobile games or web games with limited resources.
A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam
Noh, Ghee-Young ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 15~29
DOI : 10.7583/JKGS.2012.12.2.015
In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.
Psycho-therapeutic Elements in Serious Game for Therapy
Yoon, Seon-Jeong ; Ryu, Mi-Young ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 31~41
DOI : 10.7583/JKGS.2012.12.2.031
The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data`s analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are `Re-Mission` of which the effect was already proven, and `SIMS2` which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.
The Academic Effect of G-learning Method on the Motivation of Mathematics of Elementary School Students
Kim, Tae-Yeon ; Wi, Jung-Hyun ; Yi, Soon-Hyung ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 43~51
DOI : 10.7583/JKGS.2012.12.2.043
The purpose of this study is to find out whether G-learning method can raise students` academic motivation of the mathematics in elementary school. The subjects were 687 students in the same school. They were divided into two groups, control group and experimental group. Written tests were taken before and after the semester to evaluate the students` motivation of the mathematics. According to the results, the participation in G-learning program improved their academic achievements of mathematics. Experimental group showed statistically significant improvement in intrinsic motivation. On the contrary, control group showed statistically significant improvement in extrinsic motivation. This means that G-learning method make students study mathematics on their own initiative.
Acceleration of GPU-based Volume Rendering Using Vertex Splitting
Yoo, Seong-Yeol ; Lee, Eun-Seok ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 53~62
DOI : 10.7583/JKGS.2012.12.2.053
Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.
The Impact on the Cultural Contents Market of the Legal Issue in Korea - Focusing `Open Market` & `Shut-down` in Game Industry
Kim, Min-Kyu ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 63~74
DOI : 10.7583/JKGS.2012.12.2.063
Two legal issues of the game industry in Korea are intersted in theses days. Open market & Shut-down. This article is studying for the impacts and the meaning of the game market that the institutionalization of two legal issue produce a powerful effect on. Social environment & recognition bring up the subject. This article is focusing at social environment & recognition and the forecasting game market. With the coming of smart-phone, the mobile contents market is changed. The open market for game is the issue for this changing market and assists the activation of the mobile-market with rational and futuristic perspectives. Shut-down(prohibition of the access of the young people in midnight) is the issue for game addiction and aggravates the game market and the perception on game with the focusing of the happening. This article points out the importance of institutionalization in consequence of the opposite direction of the market effects.
Influence Factors of Online-Based Interpersonal Relationships by Developmental Level -Centered on Social Networking Service Users -
Heo, Song-Ji ; Kim, Ja-Young ; Jang, Hee-Jin ; Ko, Hye-Young ; Park, Su-E ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 75~89
DOI : 10.7583/JKGS.2012.12.2.075
In this paper, the correlation which is at work between affecting factors and interpersonal relationships` dimension depend on developmental level has been studied to search for clues about how to develop the online based interpersonal relationships -the fundamental aims of SNS related services- efficiently. People who`d ever entered into a relation through the `online-based generated relationship` by SNS were divided into two groups on the development level. They were conducted a survey, and the results were derived using PLS statistics. As the result, 7 kinds of factors as social attraction, physical attraction, reciprocity, content quality, coexistence perception, information provision and similarity had an impact on the initial level of relationships, and 6 kinds of factors as social attraction, physical attraction, reciprocity, content quality, web appearance and coexistence perception had an impact on the developed level of relationships. This study could be utilized for the service design for facilitating interpersonal relationships efficiently by their level of development.
A Study on Medical Serious Game: Classification & Possibility
Woo, Tack ; Yeom, Jin ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 91~99
DOI : 10.7583/JKGS.2012.12.2.091
The purpose of this paper is to study and suggest a new classification method of the medical serious games which take the second major part of serious games after the educational games. Based on the classification suggested, various possibilities of medical serious games are suggested. Especially, how movement based language and contents can be used on various kind of medical serious games such as rehabilitation and cognitive behavioral therapy is explored.
The Influencing Factors on the Online-Based Interpersonal Relationships Formation of the SNS Users
Heo, Song-Ji ; Kim, Ja-Young ; Jang, Hee-Jin ; Park, Su-E ; Ko, Hye-Young ;
Journal of Korea Game Society, volume 12, issue 2, 2012, Pages 101~113
DOI : 10.7583/JKGS.2012.12.2.101
In this paper, our goal is to investigate the influencing factors on the online-based interpersonal relationships formation of the SNS users. To achieve this, first, we collected the influencing factors on the online-based interpersonal relationships, conducted survey, and then we analyzed the data with the PLS(Partial Least Square) and structural equation. As a result, we verified the main cause of factors as personal, relational and environmental factors and 8 kinds of detailed factor as social attraction, physical attraction, informational post, reciprocality, similarity, contents quality, web appearance and perceived spatiality are the influencing factors on the online-based interpersonal relationships dimensions. Finally, these factors were proposed as the influencing factors on the online-based interpersonal relationships formation of the SNS users.