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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 14, Issue 6 - Dec 2014
Volume 14, Issue 5 - Oct 2014
Volume 14, Issue 4 - Aug 2014
Volume 14, Issue 3 - Jun 2014
Volume 14, Issue 2 - Apr 2014
Volume 14, Issue 1 - Feb 2014
Selecting the target year
An Analysis of the Influence Factors on Perceived Value and Loyalty of On-line Game User in China
Lee, Young-Duck ; Dong, Zhi-Juan ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 7~18
DOI : 10.7583/JKGS.2014.14.1.7
For the rapid growth of Chinese on-line game market in this decade, it became more necessary to study Chinese on-line game industry, business strategy, and, especially the behavioral characteristics of on-line game users. In spite of these necessities, there were a few studies on these research fields in China. The current study investigated the relationships among perceived price, perceived quality, the flow, perceived value, and loyalty of Chinese on-line game user. In addition, we tested the influence factors on perceived value and game user loyalty of on-line game user through AMOS method. Results showed that perceived value and game loyalty are positively related perceived price and the flow, the flow and perceived value respectively.
Procedural Quest Generation by NPC in MMORPG
Jeong, Bo-Gyun ; Cho, Sung Hyun ; Kang, Shin Jin ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 19~28
DOI : 10.7583/JKGS.2014.14.1.19
This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.
Educational Game Making-Tool Development using Unity3D Engine: Birth of Game
Lim, C.J. ; Han, Won Dae ; Guen, Jeong Yun ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 29~38
DOI : 10.7583/JKGS.2014.14.1.29
This paper proposed a tool how to make the educational game for users who don`t have professional knowledge about game production technique and It was sought how they can make directly the educational game customized form what they want. It joined with forgotten Korean folk tales. And It evolved into a new game-making tool that is based on Korean folk tales. Users will design, play and share their games themselves with this tool. It was also produced to involve the children more easily and fun in the education while providing and sharing the fairy tales which teachers directly designed by this tool. This tool will give a chance to look back on forgotten Korean folk tales and will play role as a educational game for young students. Through this game, young students will receive good Korean traditional cultures and will gain wisdom, humor and lessons in a game. And adults will feel homesick.
A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy
Kim, Young-Su ; Kim, Na-Young ; Cho, Sung Hyun ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 39~48
DOI : 10.7583/JKGS.2014.14.1.39
Serious games have many potentials to facilitate positive social change on communities and individuals. However, there have been few researches to study this issue in Korea. In this paper, therefore, we developed a persuasive game based on persuasive game design principles to provide an ordinary person with experiences of the blind so that they communicate, understand, and harmonize. We did surveys before and after 20 players played the persuasive game. We found that a persuasive game might have positive impacts on social change literacy partially.
Development and Analysis of a Walking Game `Paldokangsan3` Using Kinect
Kim, KyungSik ; Lee, YoonJung ; Oh, SeongSuk ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 49~58
DOI : 10.7583/JKGS.2014.14.1.49
We have developed a serious game for the elderly named `Paldokangsan3` as a next version of `Paldokangsan2` which was a walking game with memorization in shopping streets using controllers of hand buttons and foot boards with PC developed in 2012. The interface of had buttons and food boards were changed into the interface of motion capture with the aid of Kinect. The expected effects are improvement of memorization, improvement of concentration ability to find out items in the vision, improvement of vitality through physical walking actions, as well as improvement of mental health through entertainment activities of game play. We have tested 25 volunteers of more than 65 years old in Cheonan city community center for the elderly for 2 weeks. We got the result that the game play was showing positive effectiveness on memorization, physical exercise and self-esteem in mental health area of the elderly.
Tablet PC based Convergence Educational Serious Game for Children
Ko, Jeong-Won ; Lee, Ji-Won ; Kim, Mi-Hye ; Jung, Hye-Kyung ; Park, Sung-Jun ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 59~68
DOI : 10.7583/JKGS.2014.14.1.59
As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game `Rice-Mimi Adventure` for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.
Study on the Perception Changes of Shut down Policy
Choi, Seong-Rak ; Seo, Sun-Bok ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 69~80
DOI : 10.7583/JKGS.2014.14.1.69
The government enacted shutdown policy in the fall of 2011 to prevent game addition of youth. Now shut down policy has been implemented about 3 years. We surveyed gamers` and non-gamers` perception about shut down system in 3 years. So this article tried to analysis the perception change of gamers and non-gamers about shut down policy. In result of this analysis, the evaluations of shutdown policy has decreased. Both gamer and non-gamer have the thought against the shot down policy. Among 2011-2012, non-gamer`s perception on shut down policy had not changed much. But among 2012-2013, non-gamers` perception as well as gamer`s perception has changed against shut down policy. This result showed that we should re-consider the effect and necessity of the shut down policy and whether the government should maintain the shut down policy.
Techno-Sociological Analysis on Internet Game Addiction Controversy
Kim, Ji-Yeon ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 81~92
DOI : 10.7583/JKGS.2014.14.1.81
It was introduced article 26 (Restriction on Hours Provided for Internet Games in Late Night Time) of Juvenile Protection Act, so called "Shut-down Rule", in 2011. Game Industry submitted the legal petition and claimed that the rule is against the Constitution, because that rule based on the assertion that the game is poisonous such as drugs without apparent scientific evidence. It`s in controversy in terms of science/medical care up to now; for all that it became to receive in social level. We can find a kind of technology-hatred that come out state-driven radical technological reception. It is required critical-discourse frame on new technology, not pathological frame.
State based Context Awareness Method for Non-Player Character
Kim, Hyung-Il ;
Journal of Korea Game Society, volume 14, issue 1, 2014, Pages 93~102
DOI : 10.7583/JKGS.2014.14.1.93
The non-player character(NPC) either cooperates with the player character to proceed the game or fight against the game player. This paper proposes the context awareness method for the natural action control of the same NPC. The context awareness method analyzes the context information of the NPC that can be utilized in the current status and creates the actions which suit the current context automatically. The context awareness method analyzes the information value of the context elements of the NPC which occur in the current context and creates natural actions of the character by utilizing the analyzed context element information. In this experiment, average performance improved by 39% and by 8% in the context awareness method as compared to the rule-based method and information gain method, respectively.