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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
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Social Behavior and Perceived Playfulness according to Personality Types of SNG Players
Kim, Yeongsil ; Kim, Mijin ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 5~14
DOI : 10.7583/JKGS.2013.13.4.5
This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.
Comparison of LDA and PCA for Korean Pro Go Player's Opening Recognition
Lee, Byung-Doo ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 15~24
DOI : 10.7583/JKGS.2013.13.4.15
The game of Go, which is originated at least more than 2,500 years ago, is one of the oldest board games in the world. So far the theoretical studies concerning to the Go openings are still insufficient. We applied traditional LDA algorithm to recognize a pro player's opening to a class obtained from the training openings. Both class-independent LDA and class-dependent LDA methods are conducted with the Go game records of the Korean top 10 professional Go players. Experimental result shows that the average recognition rate of class-independent LDA is 14% and class-dependent LDA 12%, respectively. Our research result also shows that in contrary to our common sense the algorithm based on PCA outperforms the algorithm based on LDA and reveals the new fact that the Euclidean distance metric method rarely does not inferior to LDA.
Tree Build Heuristics for Spatial Partitioning Trees of 3D Games
Kim, Youngsik ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 25~34
DOI : 10.7583/JKGS.2013.13.4.25
Spatial partitioning trees are needed for processing collision detections efficiently. In order to select split planes for spatial partitioning trees, the tree balance and the number of polygons overlapped with the split plane should be considered. In this paper, the heuristic algorithm controlling weight values of tree build criteria is proposed for spatial partitioning trees of 3D games. As the weight values are changed, tree build time, T-junction elimination time which can cause visual artifacts in splitting polygons overlapped with the split plane, rendering speed (frame per second: FPS) according to tree balance are analysed under 3D game simulations.
A Study on Real-Time Lightning Simulation for Smart Device
Park, SungBae ; Oh, GyuHwan ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 35~46
DOI : 10.7583/JKGS.2013.13.4.35
In this paper, we show a real-time lightning simulation for smart device game. Our proposed method uses physically based Dielectric Breakdown Model to similar real world lightning path and we simplify the algorithm for real-time simulation in smart device. In addition, the rendering process can render multiple lightning and can real-time render in smart device. Finally, our lightning can support interactive with user. The simulation method will be effectively useful for a game that needs a real-time simulation as its game element in smart device environment.
The Suggestion for the Introduction of Game Culture to Museums
Kim, Young-Ae ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 47~60
DOI : 10.7583/JKGS.2013.13.4.47
Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.
Effects of Media Use and Attributions of Negative Effects of Internet Game on Attitudes toward Shut-Down System
Kim, Ock Tae ; Son, Young Jun ; Na, Eunkyung ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 61~72
DOI : 10.7583/JKGS.2013.13.4.61
This study explored the relationships between media use and attributions of negative ffects of video games on attitudes toward Shut-down system. To prevent the youth from game addiction and secure a right to sleep for the youth, Shut-down system ahs been enacted since the fall of 2011. Interview survey revealed that females, the aged, those who use more news products, those who perceive more negative effects of games, and those who attribute the negative effects of game on government would have more positive attitudes toward the shut-down system.
An Overview of Using Serious Games for the Effective Development in Health and Medicine
Lee, Hye Rim ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 73~90
DOI : 10.7583/JKGS.2013.13.4.73
Serious games allow learners to experience situations that are impossible in the real world for various purposes. To date the major applications of serious games include military, government, education, corporate and healthcare applications. This paper aims to provide an overview of the applications of serious games for various health-related purposes, particularly for Health and Medicine education, health risk prevention, behavioral intervention, and disease self-management. These games identified numerous papers reporting empirical evidence about the impacts and outcomes. There is potential promise for serious games to improve health outcomes. We discuss implications of using serious games for health-related purposes and future direction for research in this area.
A Study on the Perception Types of Online Games and Their Characteristics
Kim, Jee Yeon ; Kim, Dowhan ; Lee, Jangju ; Mo, Sang-Hyun ; Chang, Geunyoung ;
Journal of Korea Game Society, volume 13, issue 4, 2013, Pages 91~104
DOI : 10.7583/JKGS.2013.13.4.91
This study aims to investigate on the perception types of online games and their characteristics. In Study 1, perceptions of online games were researched through Q methodology. From the results, the perceptions of online games are classified into four types: 'Online Game is an Obstacle of Study'; 'Online Game is Just a Game'; 'Online Game is a Stain in Life'; 'Online Game is Vaguely Bad'. Each perception type has different characteristics in terms of perception of harmfulness of games, determination of the core of game problems, and perception of a parent-child relationship. In Study 2, the distribution and characteristics of each perception type were researched through an online survey. The results show differences in an attitude to online game using features and regulations as well as in demographic parameters such as sex and age. This study holds its significance in identifying the differences between perception types of online game and providing a basic study for policy making of healthy game culture.