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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 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 Study of Cooperative Mechanism in Social Games
Lee, Dong-Eun ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 3~12
DOI : 10.7583/JKGS.2012.12.4.3
This study discusses how players make the mutually cooperative mechanism in Social Games. In SNG, many players exchange helps each other. That mechanism is not only one-off but also repetitive process. In the perspective of reciprocity in Evolutionary psychology and Mythology, this study analyzes mutual cooperation in several game texts most well known in the SNG field. According to the field study results, four cooperative mechanisms were extracted. These 4 principles apply to every digital game design for emerging of cooperative storytelling among players.
A 2-Tier Server Architecture for Real-time Multiple Rendering
Lim, Choong-Gyoo ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 13~22
DOI : 10.7583/JKGS.2012.12.4.13
The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.
Distance-based SAP Algorithm for Effective Collision Detection
Oh, Min-Seok ; Park, Sung-Jun ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 23~31
DOI : 10.7583/JKGS.2012.12.4.23
The collision processing is one of the essential factors to realize physical principles in the game, and it gives liveliness to the game. The collision processing requires a large amount of operations, and significantly affects the game performance. To address this problem, many studies have been conducted to reduce the operation volume, and the SAP algorithm is being widely used. However, its efficiency is low because it involves repetitive operations. In this study, a distance-based SAP algorithm was proposed to reduce the operation volume for the collision processing and address the problem of the SAP algorithm. A test was conducted to measure the FPS using the simulation program, which was developed with the proposed algorithm. The FPS was 2-33 times higher with the proposed algorithm, which indicated that the efficiency of the collision processing was improved.
Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty
Jeong, Eui-Jun ; Kim, Min-Chul ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 33~44
DOI : 10.7583/JKGS.2012.12.4.33
With the development of online game industry, the focal structure of game industry is under the expansion from content production to service management. In line with the trend, game service management and user satisfaction to the service as well have gained their weight in the game industry. However, since previous studies have focused on content production, little was discussed on the game service management. The current study investigated the effects of game service on user satisfaction. In addition, we tested the effects of a user's game service satisfaction on the user's loyalty toward the games with consideration of the user's content satisfaction and the gaming period. Results showed that there is a significant association between service satisfaction and user loyalty in the user's continual use of the games. Specifically, light users showed high loyalty with the increase of service satisfaction as they continue playing the games.
A Study on Applying Real Card to Online Trading Card Game
Park, Jong-Il ; Kim, Soo-Hong ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 45~51
DOI : 10.7583/JKGS.2012.12.4.45
Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.
A Study on the Shifting of Regulation Paradigm for Arcade Game
Kim, Min-Kyu ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 53~64
DOI : 10.7583/JKGS.2012.12.4.53
This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.
The Effect of Dance Educational of Physical and Emotional on Experience Dance Game
Lee, Ji-Seol ; An, Byong-Ju ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 65~75
DOI : 10.7583/JKGS.2012.12.4.65
This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.
The Effects of Tetris Game on the Cognitive Abilities of Students with Mental Retardation
Lee, Tae-Su ; Yi, Seung-Hoon ;
Journal of Korea Game Society, volume 12, issue 4, 2012, Pages 77~85
DOI : 10.7583/JKGS.2012.12.4.77
The purpose of this study was to investigate the effects of Tetris game on the cognitive abilities of students with mental retardation. Especially, this study focused on the arrangement of figures and the task attention. To do this, 33 students with mental retardation in a middle school participated and were assigned to the two treatment group. The experimental group did the Tetris game three times a week for 4 weeks, but the control group didn't the Tetris game. The experimental group revealed more higher improvement than the control group in the arrangement of figures and the task attention. The Tetris game can be used as an educational program to improve the cognitive abilities of students with mental retardation.