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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
Journal Basic Information
Journal DOI :
Korea Game Society
Editor in Chief :
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
The Influence of Gamers` Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory
Ahn, Ji Hoon ; Choi, Chris Seoyun ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 7~16
DOI : 10.7583/JKGS.2014.14.4.7
This empirical study is to investigate the influence of MMORPG player`s social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers` altruistic concern and organizational adaptation in MMORPG.
A Study on Interaction Mechanism and Narrative Style of Indie Games
Lee, Jung Yeop ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 17~26
DOI : 10.7583/JKGS.2014.14.4.17
This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games` innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games` game design, storytelling and it`s prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.
Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design
Choi, GyuHyeok ; Jin, HyungWoo ; Kim, Mijin ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 27~36
DOI : 10.7583/JKGS.2014.14.4.27
Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players` behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players` 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.
Prospect Theory based NPC Decision Making Model on Dynamic Terrain Analysis
Lee, Dong Hoon ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 37~44
DOI : 10.7583/JKGS.2014.14.4.37
In this paper, we propose a NPC decision making model based on Prospect Theory which tries to model real-life choice, rather than optimal decision. For this purpose, we analyse the problems of reference point setting, diminishing sensitivity and loss aversion which are known as limitations of the utility theory and then apply these characteristics into the decision making in game. Dynamic Terrain Analysis is utilized to evaluate the proposed model and experimental result shows the method have effects on inducing diverse personality and emergent behavior on NPC.
An Efficient Real-time Rendering Method for Compressed Terrain Dataset with Wavelet Transform
Kim, Tae-Gwon ; Lee, Eun-Seok ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 45~52
DOI : 10.7583/JKGS.2014.14.4.45
We cannot load the entire data for high-resolution terrain model to the GPU memory since its size is too big. Out-of-core approaches are commonly used to solve the problem. However, due to limited bandwidth of the secondary storage, it is difficult to render the terrain in real-time. A method that compresses the DEM data with wavelet transform on GPU, and renders the decoded data is suggested. However, it is inefficient since it has to sample the values from textures, convert them to vertices, and generate a mesh periodically. We propose a method to store the approximation coefficients of wavelet compression as vertex attributes and render the terrain by decoding the data on geometric shader. It can reduce the amount of transferring terrain texture since approximation coefficients are given as an attribute of the vertex. Also, it generate meshes without additional upload of terrain texture.
A Study for Supporting Plan to Revitalizing of Online-Game
Kim, Jae-Ha ; Kim, Jung-Suk ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 53~66
DOI : 10.7583/JKGS.2014.14.4.53
Despite the game market`s expanding results from the increase of new users of mobile-game market, online-game market is faced with a stagnation. And the increase of income online-game`s market share leads to decline of growth of the domestic online-game market. Online-game`s growth potential is still valid, and the domestic online-games are still popular in foreign markets. But if the problem of domestic game market is not overcome, the falling behind in the competition is only a matter of time. The major problem is the lack of support measures and reduced competitiveness. On these issues, this research presents a plan to revitalizing of the online-game.
A Case Study of Modified Real Options Valuation Model for Early Stage Start-Ups in the Game Industry
Yoo, Changsok ; Jung, Jaeki ; Poe, Baek ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 67~74
DOI : 10.7583/JKGS.2014.14.4.67
Real options valuation models are now proved as a effective valuation method both in Theoretically and empirically. However, to use real options model for early stage start-ups, additional non-financial information is crucial in the valuation process. Previous studies theoretically suggested the modified real options valuation model and process to use non-financial information in the valuation of early stage startups, but there is no empirical evidence on the suggested model. Therefore, this study investigated the effectiveness of the modified real options valuation model using a case study. The case study result showed that the modified real options valuation effectively reflect the non-financial information in early stage startups, and decrease the forecasting error in the valuation process.
Study on Game Expandability Pursuant to the Spread of the Korean Wave
Lee, Jae Hong ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 75~86
DOI : 10.7583/JKGS.2014.14.4.75
This study explored the expandability and prospect of the game, one of the cultural contents that may potentially lead the next Korean Wave. The study found that for the game to grow and be recognized as the cultural product of the Korean Wave, it was necessary to develop the strategies to ensure the sustainability of the game and to build plans for powerful storytelling techniques that help the public become more familiarized with the game as part of the Korean Wave and maximize the public`s affinity and preference of such game. It was also found that one of the immediate priorities is to develop the games that are characterized as their unique use and representation of the Korean culture in the global market while designing effective localization plans and paving the way for a government-level system of support.
Development of a Tangible Snowboard Training Simulator based on Virtual Reality
Park, Changhoon ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 87~94
DOI : 10.7583/JKGS.2014.14.4.87
In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.
Math Mobile Applications Affect Arithmetic Fluency and Learning Motivation of Underachieving Students in Math
Shin, Sunae ; Kwon, Jungmin ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 95~104
DOI : 10.7583/JKGS.2014.14.4.95
In this research, we investigated the effect of arithmetic learning utilizing mathematical mobile application on arithmetic fluency and learning motivation of underachieving students in math. 24 4th grade math underachievers were divided into control and experimental groups. Arithmetic learning utilizing mathematical mobile application was conducted for experimental group and arithmetic learning utilizing learning worksheets was conducted for comparative group. After three weeks, the experimental group showed increase in math fluency and motivation compared to control group. Implications are discussed.
A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory
Lee, Hye-Rim ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 14, issue 4, 2014, Pages 105~120
DOI : 10.7583/JKGS.2014.14.4.105
Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user`s perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user`s playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player`s decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.