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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 13, Issue 6 - Dec 2013
Volume 13, Issue 5 - Oct 2013
Volume 13, Issue 4 - Aug 2013
Volume 13, Issue 3 - Jun 2013
Volume 13, Issue 2 - Apr 2013
Volume 13, Issue 1 - Feb 2013
Selecting the target year
A Study in the Temporality in Digital Gameplay
Lee, Dong-Eun ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 5~16
DOI : 10.7583/JKGS.2013.13.2.5
The purpose of this study is how to occur the temporality in Digital Gameplay. There is two types of time in Gameplay. One is Irreversibility time that goes passed through a game world like a chronology order. Another is Reversibility time that returns and renews the time. The time's duality is caused by player's intervene and experience. And the polychronic temporality in gameplay makes the rhythm as replay and eternal cyclic time.
A Study on the User Immersion and Loyalty of MMORPG Avatar Customization
Yang, Gi Hyun ; Paik, Chul-Ho ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 17~28
DOI : 10.7583/JKGS.2013.13.2.17
The development of technology has enabled users to customize avatars using various combinations and appearances in MMORPG. This study investigated the loyalty and user immersion factors of MMORPG avatar customization, which included personal factors (self-esteem, self-efficacy) and environmental factors (challenging spirit, sense of unity). immersion factors were extracted and a research model was established by observing precedent studies conducted on Flow theory and on the development and transformation of avatars. This study established a theory based on a developed research model and by surveying the users of AION, a MMORPG game, who actively enjoyed avatar customization, after determining measurement items based on precedent studies. The research results showed that self-esteem, a challenging spirit and sense of unity must be enhanced to increase the customization immersion. In addition, research results showed that the degree of loyalty increased with higher customization immersion.
A Method for Tennis Swing Recognition Using Accelerator Sensors on a Smartphone
Kim, Sangchul ; Che, Zhong Yong ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 29~38
DOI : 10.7583/JKGS.2013.13.2.29
Recently there has been an increasing interest on tangible games in which human motions are recognized rather than the handling of keyboards and mouses. Such games require a motion controller for recognizing the motions of users. In this paper, we analyze the characteristics of values of accelerator sensors which are generated by a user who perform a tennis swing while holding a smartphone with his/her hand, and propose a method for motion recognition based on DWT(Discrete Wavelet Transform). The proposed method enables a smartphone to serve as a motion controller, so that a user can enjoy a tangible tennis game without eliminates a need for buying the device. We developed a tennis game prototype using the proposed method. To our experiment, our method showed a high recognition rate and the usefulness in the game.
A Study on the MMORPG Server Architecture Applying with Arithmetic Server
Bae, Sung-Gill ; Kim, Hye-Young ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 39~48
DOI : 10.7583/JKGS.2013.13.2.39
In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.
Tree Growth Model Design for Realistic Game Landscape Production
Kim, Jin-Mo ; Kim, Dae-Yeoul ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 49~58
DOI : 10.7583/JKGS.2013.13.2.49
In this study, a tree growth model is designed to represent a variety of trees consisting of a outdoor terrain of game efficiently and naturally. The proposed tree growth model is an integrated tree growth model, and is configured using the following approaches: (1) the tree modeling method based on growth volume and the convolution sums of divisor functions, which is used to model a variety kind of trees more intuitively and naturally; (2) a rendering method using a level of detail of branch based on instancing for real-time processing of numerous trees with complicated structures; and (3) a combination of the above methods to efficiently implement a game landscape. The natural and diverse growths of trees that emerged using the proposed tree growth model is evaluated through experimentation, along with the possibility of implementing the natural game landscape and the efficiency of real-time processing.
Applying Principal Component Analysis to Go Openings
Lee, Byung-Doo ; Park, Jong-Wook ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 59~70
DOI : 10.7583/JKGS.2013.13.2.59
Although the history of the game of Go is more than 2,500 years, the theoretical studies of Go are still insufficient. In recent years a lot of studies using Artificial Intelligent(AI) have been conducted, but they do not provide the prominent theoretical reality. We applied Principal Component Analysis(PCA) to the professional Go openings, which are the early stage in Go, to analyze them especially focused on the Go game records of the professional 9-dan player Lee Sedol who is the world's top professional Go player. The results showed that among the 361 eigenvectors the 48 most significant eigenvectors capture most of the variance (99.9%) and the 30 most significant eigenvectors enable to possess 90.5 percent of the total variance. This result would be expected to considerably contribute to pattern recognition research of the professional Go openings in the near future.
A Case Study on the Game Industry Optimized Human Resource Development Program
Kwon, Yongman ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 71~80
DOI : 10.7583/JKGS.2013.13.2.71
The purpose of this paper is to analyze the results & performance of the optimized human resource development program, which was progressed by Gachon University in the past three years. Gachon University since 2009, with the support of the government, has launched a "Game Project Track" and also has carried out curriculum development and student education with cooperative companies in the field of game industry. Furthermore, Game Project Track, with companies, has pursued special lecture & intern training during vacation in order to strengthen students' ability to adapt on-site. As a results of co-education, 25 students have received the award in the external competitions, and also 39 students(97.5%) of 40 graduated from this course have been employed by cooperative companies.
An Overview of Serious Game Mechanism for Social Changes
Lee, Dong-Min ; Ryu, Seoung-Ho ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 81~98
DOI : 10.7583/JKGS.2013.13.2.81
This article aims to provide an overall picture of the applications of serious games for social changes. Our main goals are to show that game has great potential in delivering messages for social changes and to suggest guidelines for researchers and game developers in designing related games. We synthesized the key concepts of games for change that make them promising through literature reviews and analyzing game lists for social changes. Based on the theoretical investigations, we found that both role-taking and simulation of games are powerful ways not only to influence attitudes toward the other side but also to bring out empathy as psychological mechanism to draw attitude changes and altruistic actions associated with social or political issues.
Intermixing Surface and Volume Visualization Using Layered Depth Images
Kye, Heewon ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 99~110
DOI : 10.7583/JKGS.2013.13.2.99
As volume rendering has been applied for computer game, the visualization of volume data with surface data in one scene has been required. Though a hybrid rendering of volume and surface data have been developed using the GPGPU functionality, computer games which run on low-level hardware are difficult to perform the hybrid rendering. In this paper, we propose a new hybrid rendering based on DirectX 9.0 and general hardware. We generate the layered depth images from surface data using a new method to reduce the depth complexity and generation time. Then, we perform the hybrid rendering using the layered depth images. In the rendering process, we suggest a new method to transform the coordinate system from a surface coordinate to a volume coorinate and propose an accelerated rendering technique. As the result, we can perform volume-surface hybrid rendering in an efficient way.
An Object Placement Method for War Game Synthetic Environment Using Color Channels of Image
Ha, Dong-One ; Lee, Tae-Eog ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 111~118
DOI : 10.7583/JKGS.2013.13.2.111
The US military is developing and improving SE-CORE and CVE to integrate war game between different kinds of systems, establish time-optimal CVE. Although South Korea is researching SEDRIS, etc. that is suitable for domestic circumstances, there are still many problems to be solved. The researchers suggest a way to semi-automate part of SNE process, by using the channel information of the image. This can help to improve speed of creating synthetic environment and facilitate information sharing to the others. If there is further research on the subject, it will be possible to develop automation technology to apply data from various information collection devices to synthetic battlefield environment (SBE).
A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design
Jin, Chun-Ji ; Kim, Kyu-Jung ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 119~130
DOI : 10.7583/JKGS.2013.13.2.119
The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.
The Effects of Self-control and Construal Level on Game Addiction
Jang, Ye-Beet ; Lee, Hye-Rim ; Kim, Min-Kyu ; Jeong, Eui-Jun ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 131~142
DOI : 10.7583/JKGS.2013.13.2.131
The current study examined how different level of self-constol and construal level influences game users' game addiction. Also we explored the interaction effect between the individual's self-control and construal level on game addiction. To answer the research questions, we conducted an online survey and total 918 participants were selected for the final analysis. According to the results, users with low level of self-control and low-level construal showed higher level of game addiction. In addition, we found a significant interaction effect between self-control and construal-level on game addiction. In high self-control group, game addiction level was low regardless of level of self-construal. However, in low self-control group, the level of construal-level affected game addiction. We found that construal-level played an important mediating variable. These findings suggest a noble insight for autonomous control in alleviatinggame addiction by changing one's level of self-control and self-construal.
The Question Concerning Game Governance: Focusing on Game Rating System Using the Governmantality Concept of Foucault
Kim, Ji-Yeon ; Kim, Min-Kyu ; Lee, Jong-Pil ;
Journal of Korea Game Society, volume 13, issue 2, 2013, Pages 143~154
DOI : 10.7583/JKGS.2013.13.2.143
This article explores on the deploying of game rating system in the context of whole game governance. Rating system is critical apparatus of game policy because it works as a kind of counterweight between different actors. We analyse to apply the three form of governmentality by Faucault. Rating system can be commonly considered as security mechanism. Korean rating system has hoped to be so but its effect was not actually. We should see why that system evolve to disciplinary mechanism, not toward security mechanism. Sound governance shows to be ensure all actors to participate its procedures practically, through constituting more rich discourse.