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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 the Physical Experience Using Serious Game Design Traffic Safety Education for Children applied using 3D Depth Gesture Recognition Technology
Jang, Chang-Ik ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 5~14
DOI : 10.7583/JKGS.2012.12.6.5
The purpose of this paper is to demonstrate how three-dimensional gesture recognition technology, in children`s traffic safety programs, can be an effective solution for instructing children in the safest ways to interact with traffic. In terms of traffic accidents, walking unaccompanied is the most dangerous traffic related activity for children. By using a three-dimensional serous game training program that implements gesture recognition, more accurate real life scenarios can be implemented in existing children`s traffic training programs. The implementation of this technology will increase the possibility of changing the habits and attitudes of children, which in turn will lower the amount of walking related traffic accidents in children.
Classification of Smartphone Game based on Mechanics
Chun, Yeonbi ; Chang, Sung Kyun ; Woo, Tack ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 15~24
DOI : 10.7583/JKGS.2012.12.6.15
The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.
A Data Broadcasting Service Design Guideline based on the Survey on Viewer`s Modality of Using Data Broadcasting Services
Ko, Kwangil ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 25~32
DOI : 10.7583/JKGS.2012.12.6.25
Due to the development of the digital technology, the digital broadcasting is changing to a multi-entertainment platform that can operate data (broadcasting) services (such as games, weather information, and stock trading services) as well as traditional broadcasting contents. Most of the data services, however, failed to get satisfactory results because of the inconvenience in operating the services using a TV remote controller and the failure of gaining the viewer`s interests in the competition with the broadcasting contents. The paper introduces a survey on the viewer`s modality of using a data service and, based on the survey result, proposes a design guideline that makes a data service minimally interrupt a viewer watching a broadcasting content.
A Study on the User`s Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion-
Bae, Kyoung-Mi ; Kim, Kyu-Jung ; Kim, Inseop ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 33~46
DOI : 10.7583/JKGS.2012.12.6.33
This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users` psychological behavior in order to enhance user`s participation and the completion level of 3D game. This research also analyzed the difference between the user`s response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user`s desire to fly according to the virtual world` topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users` playing time and absorption in flight process, users` impulse following game level, and users` need to fly as a convenience of flying properly.
The Evolution of Video Game Industry: Applying the Industrial Organization Model to the U.S. Video Game Market
Seo, Sangho ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 47~58
DOI : 10.7583/JKGS.2012.12.6.47
Video game industry has undergone the drastic changes for forty-year history. The purpose of this study was to gain an understanding of the historical evolution of the U.S. video game industry. To achieve this goal, this study has chosen the industrial organization model as the theoretical framework. This study found that the market structure as well as the market conduct in the U.S. video game industry changed drastically. This study concludes that the change of the market structure of the U.S. video game industry relates to the change of market conduct. This study could serve as the basis for future research on the economic analysis of video game industry.
An Analysis of the Price Structure of Two Sided Market in Online Game Item Trade
Choi, Seong-Rak ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 59~70
DOI : 10.7583/JKGS.2012.12.6.59
There are many methods to buy and sell online items. But A lot of people use item trade sites when they want to sell or buy their items. This article analyzes the price structure of item trade, and finds why gamers use item trade sites in spite of the brokerage. We analyze the difference of item prices between in the market of item trade sites and in the market of other trade methods. And we find that the prices of item trade sites is higher than those of other markets. Buyers pay about 6% higher prices to seller. The higher prices are for the safe trading what item trade sites supply. And sellers take about 0.7% higher prices than in other markets. There is a sufficient motive when gamers use item trade sites in spite of their high prices.
Study about Developing of Recruiting Serious Games
Jeon, JoongYang ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 71~82
DOI : 10.7583/JKGS.2012.12.6.71
In the middle of global circumstance, having superior workmanship becomes very important factor to be competitive company. Especially, manufacturing development transferred to industry of knowledge service in these days, having superior workmanship is very important factor to determine company`s success or failure. Because of this reason, company invests lots of money in recruiting and manages employees in the aspect of total period, such as workmanship training, management and assessment. This study research about development of `Recruiting Serious Games` and suggests game that makes company conduct recruiting mission for some period and gives practical interview and chance of work through quantitative and qualitative assessment.
Study on the Contexts and Meanings of Adolescents` Addictive Game Play
Jeon, Gyongran ; Lim, Sohei ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 83~94
DOI : 10.7583/JKGS.2012.12.6.83
Employing in-depth interview, this study sought to explore the meaning of game play among those adolescent game addicts. Recent evolution of game text and rapid diffusion of smart media contributed to their addictive game use. Stronger relationship-building with their peer group through game play was also more important for them. In addition, alienation from family, school and society apparently led those adolescents to evaluate the virtual experience to be more valuable and meaningful. Lack of proper parental mediation and intervention from the school authority caused them to spend more time in the virtual world. Without understanding the complex social context surrounding the adolescents, a systematic approach to attenuate the problem of game addiction is hardly attainable.
A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game `Word Collectrian`
Lee, Haksu ; Doh, Young Yim ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 95~106
DOI : 10.7583/JKGS.2012.12.6.95
Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called `Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner`s virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.
An Comparative Study on the Self-regulation of the Digital Game
Kang, Shin-Kyu ; Kim, Gwang-Jae ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 107~120
DOI : 10.7583/JKGS.2012.12.6.107
This study aims at presenting practical self regulation system for digital game, especially optimized to Korea through the comparative analysis of system at home and abroad. For this, this study conducted a comparative analysis about various countries adopted self regulation system, such as America, Japan, and European Union. We drew some implications on the Korean practical policy for the digital game. First, self regulation organization should be consisted of market-friendly form. Second, though self regulation organization is a autonomous system of market, the organization should take rights to regulate illegal case. This would be a good way not only to reduce unnecessary institutional regulations but also to take socially image of reliable media. Third, government should provide self regulation organizations financial assist. This policy means that the organizations make a role fairly and objectively.
Recognition Method of Chinese Finger Number 2, 6, 8 Using Angle Information
Lee, Ping ; Lee, Hee-Seong ; Kim, Mi-Hye ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 121~130
DOI : 10.7583/JKGS.2012.12.6.121
Due to recent developments in smart media, the desire for interaction between humans and computers has increased. In order to satisfy these needs, gesture recognition fields have been actively studied using image processing. In this paper, we propose a method to recognize Chinese hand numeric representation using image processing. The method binarizes an input image based on skin color to extract region of interest and check the number using the angular information of stretched fingers. Our proposed method has 95.83% of recognition rate.
Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on
Lim, Su-Jin ; Doh, Young-Yim ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 12, issue 6, 2012, Pages 131~144
DOI : 10.7583/JKGS.2012.12.6.131
To affect users` attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users` emotions. In this paper, focus group interview on the experiences about playing
was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell`s schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game`s goal which is conveying the tragedy of war.