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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 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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Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games
Choi, Dongseong ; Kim, Jinwoo ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 5~14
DOI : 10.7583/JKGS.2013.13.6.5
This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.
A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game
Kim, Cheol-Min ; Kang, Gyeong-Heon ; Kim, Eun-Seok ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 15~26
DOI : 10.7583/JKGS.2013.13.6.15
In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.
Analysis of Behaviour of Prey to avoid Pursuit using Quick Rotation
Lee, Jae Moon ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 27~34
DOI : 10.7583/JKGS.2013.13.6.27
This paper analyzes the behaviour of a prey to avoid the pursuit of a predator at predator-prey relationship to be appeared in the collective behavior of animals. One of the methods to avoid the pursuit of a predator is to rotate quickly when a predator arrives near to it. At that moment, a critical distance and a rotating angular are very important for the prey in order to survive from the pursuit, where the critical distance is the distance between the predator and the prey just before rotation. In order to analyze the critical distance and the rotating angular, this paper introduces the energy for a predator which it has at starting point of the chase and consumes during the chase. Through simulations, we can know that the rotating angle for a prey to survive from the pursuit is increased when the critical distance is shorter and when the ratio of predator's mass and prey's mass is also decreased. The results of simulations are the similar phenomenon in nature and therefore it means that the method to analyze in this paper is correct.
Tiled Image Compression Method to Reduce the Amount of Memory Needed for Image Processing in Mobile Devices
Oh, Hwang-Seok ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 35~42
DOI : 10.7583/JKGS.2013.13.6.35
A new compressed image format is proposed to use a large size of image in mobile games without the constraints of hardware specifications such as memory amount, processing power, which encodes each block of a large size image in scan line order. Using the experiments, we show the effectiveness of proposed method compared with a general PNG in terms of compression ratios and required memory in decoding processes. Also, the loading delay can be reduced by decoding only the displaying area of a large image in run-time.
A Weighted based Pre-Perform A
Algorithm for Efficient Heuristics Computation Processing
Oh, Min-Seok ; Park, Sung-Jun ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 43~52
DOI : 10.7583/JKGS.2013.13.6.43
Path finder is one of the very important algorithm of artificial intelligence and is a process generally used in many game fields. Path finder requires many calculation, so it exerts enormous influences on performances. To solve this, many researches on the ways to reduce the amount of calculate operations have been made, and the typical example is A* algorithm but it has unnecessary computing process, reducing efficiency. In this paper, to reduce the amount of calculate operations such as node search with costly arithmetic operations, we proposes the weight based pre-processing A* algorithm. The simulation was materialized to measure the efficiency of the weight based pre-process A* algorithm, and the results of the experiments showed that the weight based method was approximately 1~2 times more efficient than the general methods.
Effects of Parenting Attitude and Youth's Subjective Class Identification on Game Addiction
Jang, Ye-Beet ; Lee, Hye-Rim ; Kim, Min-Chul ; Ryu, Seoung-Ho ; Jeong, Eui-Jun ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 53~64
DOI : 10.7583/JKGS.2013.13.6.53
This study investigated how parents' parenting attitude and youth's subjective class identification influence on game addiction. Total 177 youths from 16 to 24 participated an online survey. According to the results, parents' excessive expectation and youths' high level of self-control were associated with low level of game addiction. We divided a total into two groups; low subjective class identification group vs. high subjective class identification group based on the subjective class identification(SCI) scores. In low SCI group, excessive expectation and high level of self-control were associated with low level of game addiction. On the contrary, in high SCI group, only interference was associated with low level of game addiction. Parents' certain parenting attitude variables and individuals' level of SCI is strongly related to addictive use of game media and other various type of new media.
Effect on Social Game Use on the Degree of Social Capital - Based on Construal Level Theory -
Lee, Dae Young ; Ryu, Seoung Ho ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 65~74
DOI : 10.7583/JKGS.2013.13.6.65
There are a number of studies about the impact of social games' social network. But because of conflicting results, the game's effect isn't ascertained. In this study, we defined that using social games makes increase the social capital with construal level theory. The survey results on construal level, social capital, game using time, etc, are used for the analysis of the correlation and interact. As a result, growing bridging social capital shows on the people who use high level of construal and more social game time use. This phenomenon did not appear in other online games, so that makes a social games' feature unique characteristic. And we discovered that high level construals is key point for defining the practical use of media.
A Study on the Gesture Matching Method for the Development of Gesture Contents
Lee, HyoungGu ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 75~84
DOI : 10.7583/JKGS.2013.13.6.75
The recording and matching method of pose and gesture based on PC-window platform is introduced in this paper. The method uses the gesture detection camera, Xtion which is for the Windows PC. To develop the method, the API is first developed which processes and compares the depth data, RGB image data, and skeleton data obtained using the camera. The pose matching method which selectively compares only valid joints is developed. For the gesture matching, the recognition method which can differentiate the wrong pose between poses is developed. The tool which records and tests the sample data to extract the specified pose and gesture is developed. 6 different pose and gesture were captured and tested. Pose was recognized 100% and gesture was recognized 99%, so the proposed method was validated.
Android Game Repackaging Detection Technique using Shortened Instruction Sequence
Lee, Gi Seong ; Kim, Huy Kang ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 85~94
DOI : 10.7583/JKGS.2013.13.6.85
Repackaging of mobile games is serious problem in the Android environment. In this paper, we propose a repackaging detection technique using shortened instruction sequence. By using shortened instruction sequence, the proposed technique can be applicable to a mobile device and can block repackaged apps coming from various sources. In the experiment, our technique showed high accuracy of repackaging detection.
A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning
Kim, Yoseob ; Woo, Tack ; Joo, Heeyoung ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 95~110
DOI : 10.7583/JKGS.2013.13.6.95
Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.
A Study of Social Meaning of Game Accessibility
Kim, Min-Kyu ;
Journal of Korea Game Society, volume 13, issue 6, 2013, Pages 111~122
DOI : 10.7583/JKGS.2013.13.6.111
In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.