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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
Selecting the target year
An Analysis of Player`s Behavior Attributes on Social Network Game focused on the Genre of Management Simulation
Kim, Mi-Jin ; Kim, Yeong-Sil ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 3~10
DOI : 10.7583/JKGS.2012.12.3.3
Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player`s behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player`s behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player`s playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player`s behavior through simplifying the player`s behavior derived in SNG play experiences.
Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model
Kim, Hyun-Chul ; Huh, Searle ; Choi, Jun-Ho ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 11~24
DOI : 10.7583/JKGS.2012.12.3.11
Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.
Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over
Cho, Eun-Ha ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 25~36
DOI : 10.7583/JKGS.2012.12.3.25
Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. `Remediation` in digital era uses the content of old media in new form based on new technology. But `CMS` represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane`s
(2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.
A Study on the Positive Effects of Horror Adventure Game "White Day"
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 37~48
DOI : 10.7583/JKGS.2012.12.3.37
"White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.
A Game Placement Method Considering Load Balancing between Game Servers in a Game Server Cluster
Che, Zhong-Yong ; Kim, Sang-Chul ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 49~58
DOI : 10.7583/JKGS.2012.12.3.49
When a company provides new games or games with a small number of users, it is convenient to provide the game service in which those games are placed in a server cluster instead of a separate server for an individual game. This paper proposes a method for placing games in a cluster of servers with the same capacities. The method reduces the load imbalance among servers and minimizes the rejection ratio of user requests. We expect that the proposed method is useful for determining the server operation factors such as the number of servers, the number of games for a server, etc. To our survey, little research has been published on game placement on a cluster of game servers.
Network-Adaptive N-Screen Game System on Cloud Computing Environment
Ryu, Eun-Seok ; Kang, Shin-Jin ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 59~68
DOI : 10.7583/JKGS.2012.12.3.59
This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.
A Study of a Game User Oriented Load Balancing Scheme on MMORPG
Choi, Jong-Gwan ; Kim, Hye-Young ; Woo, Won-Sik ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 69~76
DOI : 10.7583/JKGS.2012.12.3.69
At MMORPGs that has the numerous game users with many interactions at the same virtual world, massive loading that results in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. This paper proposes a game user-oriented load balancing scheme for the load balancing of MMORPG servers. This scheme shows effectiveness at dealing with hot-spots and other gatherings of game users at specific servers compared to previous methods.
A Visual Analytics System for Analyzing Social Networking Patterns among Microbloggers
Koo, Yun-Mo ; Lee, Jeong-Jin ; Seo, Jin-Wook ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 77~86
DOI : 10.7583/JKGS.2012.12.3.77
In recent years, micro-blogging services such as `Twitter` and `Me2day` have rapidly become major social networking services. However, it is difficult to grasp the relationship between a user and his/her friends in these micro-blogging services because they simply list messages between them in chronological order. In this paper, we propose a visual analytics system that can help the user intuitively understand relationships with their friends on micro-blogging services by enabling them to analyze the messages quantitatively, qualitatively and temporally. In the visual analytics system, we also present a tool to provide the user with valuable advices after classifying the changing relation patterns with his/her friends, which in turn contributes to improving relationships with friends. The proposed system was successfully implemented as smartphone applications to show its potential to be a tool for analyses and improvement of social relations in micro-blogging services.
EKF SLAM-based Camera Tracking Method by Establishing the Reference Planes
Nam, Bo-Dam ; Hong, Hyun-Ki ;
Journal of Korea Game Society, volume 12, issue 3, 2012, Pages 87~96
DOI : 10.7583/JKGS.2012.12.3.87
This paper presents a novel EKF(Extended Kalman Filter) based SLAM(Simultaneous Localization And Mapping) system for stable camera tracking and re-localization. The obtained 3D points by SLAM are triangulated using Delaunay triangulation to establish a reference plane, and features are described by BRISK(Binary Robust Invariant Scalable Keypoints). The proposed method estimates the camera parameters from the homography of the reference plane when the tracking errors of EKF SLAM are much accumulated. Using the robust descriptors over sequence enables us to re-localize the camera position for matching over sequence even though the camera is moved abruptly.