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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
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
Comparative Analysis for Educational Puzzle Game Development
Shin, Yongwoo ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 7~14
DOI : 10.7583/JKGS.2014.14.5.7
Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.
Analysis of the Meaning of
through the Application of Semiontics
Gwak, E-Sac ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 15~24
DOI : 10.7583/JKGS.2014.14.5.15
Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game
(2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret
. The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is,
tells a story of the main characters that used to lead a non-subject life earning lives of their own.
Design and Implementation of the NonTargeting AOS Online Game
Lee, HyoungGu ; Jeon, Ik Jae ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 25~34
DOI : 10.7583/JKGS.2014.14.5.25
In this paper, the weak point of AOS jenre online game which occupies the majority of Korea game market of 2014 year is analyzed and to solve the problem, the enhanced design and implementation content is introduced. The proposed game is based on the custom AOS jenre format but has the TPS view and nontargeting format to enhance the action feel. To enhance the game quality, graphics, animation, effect and sound resources are organized. Game server is implemented by multithread of IOCP model to support many clients. The technical issue and design method of client and server are described.
An Efficient Method to Update Character Moving Directions for Massively Multi-player Online FPS Games
Lim, Jong-Min ; Lee, Dong-Woo ; Kim, Youngsik ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 35~42
DOI : 10.7583/JKGS.2014.14.5.35
In the market of First Person Shooter (FPS) games, Massively Multi-player Online FPS games (MMOFPS) like `PlanetSide 2` have been popular recently. Dead reckoning has been widely used in order to mitigate the network traffic overload for the game server with hundreds or thousands of people. This paper proposes the efficient analytical method to calculate the tolerable threshold angle of moving direction, which is one of the most important factors for character status updating when dead reckoning is used in MMOFPS games. The experimental results with game testers shows that the proposed method minimizes the position error for character moving and provides natural direction updates of characters.
A Study on the Direction of `Korea Game Forum`
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 43~52
DOI : 10.7583/JKGS.2014.14.5.43
The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.
Study on the Standardization of Game UCI Identification Metadata
Yoon, Seon Jeong ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 53~60
DOI : 10.7583/JKGS.2014.14.5.53
I designed the game UCI identification metadata to enable the game industry to provide copyright protection of game content, the efficiency of the management and distribution. This was mapped with existing UCI metadata which is composed of 9 elements that are applied to international standards for interoperability. I redefined 3 elements and added 3 more elements for reflecting the characteristics of the game. So it is composed of 12 elements in total. The result is verified by the general user survey and expert interviews. And I will develope the game UCI identification metadata management system with the results of study to be utilized by game agencies.
Interrelation of Alert Feedback and Immersion on Mobile Contents
Bang, Green ; Sung, Bokyung ; Ko, Ilju ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 61~68
DOI : 10.7583/JKGS.2014.14.5.61
In the generalization of mobile content use, feedback is a kind of alert that affects content immersion. An alert leads to separation from the content currently being used to transfer to content that raises the alert. Immersive interference can be recognized as a problem in mobile contents use. In this paper, we propose a serious game for overcomes immersion. interference from feedback and the foundation for interrelation research between feedback and immersion. The proposed serious game has been designed to present three kinds of feedback, specifically positive, negative, and hybrid feedback, through social information about the user. We also conducted an experiment to examine the correlation between three kinds of feedback and immersion while consuming digital content. The result of the experiment showed that negative feedback leads to higher immersion than positive feedback.
The Analysis on the Characteristics of G Learning Early Adaptors: Focused on Motivation and Effectiveness
Cho, Doo-Young ; Wi, Jong Hyun ; Jeong, Jaehoon ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 69~78
DOI : 10.7583/JKGS.2014.14.5.69
This paper analyzed motivations of early adaptor students in using G-Learning. Also, it has tested academic effectiveness in G-Learning process. As a result, it has found that early adaptor students prefer G-Learning for social relationship, following the trend and showing off to their colleagues. Furthermore, the students showed high academic motivation, which made them taking high performance in their subject.
Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time
Kim, Minhyuk ; Kim, Youngsik ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 79~86
DOI : 10.7583/JKGS.2014.14.5.79
There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device`s cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.
Implementation of Natural Behavior Patterns of Monster based on Energy Model
Lee, Jae Moon ; Lim, Seong Kyu ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 87~96
DOI : 10.7583/JKGS.2014.14.5.87
In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed `Jungle Master` game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.
Contour-based Procedural Modeling of Leaf Venation Patterns
Kim, Jin-Mo ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 97~106
DOI : 10.7583/JKGS.2014.14.5.97
This study proposes an efficient method to model various and diverse leaves required to express digital plants such as flowers and trees in virtual landscape easily and intuitively. The proposed procedural method divides a leaf mainly into a blade and vein thereby detecting contours from binary images that correspond to blades and generating leaves by modeling leaf veins procedurally based on the detected contours. First of all, a complicated leaf vein structure is divided into main veins, lateral veins, and tertiary vein while all veins grow procedurally directing from start auxin to destination auxin. Here, to calculate destination auxin required for growth automatically, approximated contours from binary images that correspond to blades are found thereby calculating candidate destination auxin. Finally, natural digital leaves are generated by applying a color combination method. Through the proposed method, natural and various leaves can be generated and whether the proposed method is efficient or not is verified through the experiment.
A Study on Methodology of Online Game Development using Integrated Single Module with Client and Server
Kang, Min-Seok ; Kim, KyungSik ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 107~116
DOI : 10.7583/JKGS.2014.14.5.107
The traditional methodology of online game development is separating server development module and cilent development module. However developing and maintaining expenses have been increased a lot due to duplicated modules such as definitions of network protocols and managements of planning data. In this paper, we suggest an advanced methodology of online game development based on the integrated single module with client and server. Its effectiveness was shown by applying the proposed methodology in the development of the online game `Chungmukong`s Battle on the Sea`. In this case, the project size was reduced by 15.1% by using the integrated single module with client and server.
Development of a Remote Rendering System using Direct3D API
Lim, Choong-Gyoo ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 117~126
DOI : 10.7583/JKGS.2014.14.5.117
There are various kinds of applications if one can develop a remote execution system using for legacy 3D APIs. It can be used in implementing a cloud gaming service based on the real-time video streaming technology. Or, it can also be used in implementing a GPU virtualization for simultaneously rendering of many different 3D applications. The OpenGL API consists of independent global functions while the Direct3D API consists of Microsoft COM-based interfaces and their member functions, which makes the implementation of remote rendering system more difficult. The purpose of the paper is to show the applicability of the technology to any legacy 3D API by successfully designing and implementing a remote rendering system using the Direct3D API. It applies the implementation to a sample Direct3D application and also performs a few experimentations to show the technical feasibility.
An Artificial Intelligence Evaluation on FSM-Based Game NPC
Lee, MyounJae ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 127~136
DOI : 10.7583/JKGS.2014.14.5.127
NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC`s behavior patterns in the previous games are limited. Also, there is not much difference in NPC`s ability among the existing games because it`s designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.
A Study on User-Centered Design for Cut-scene in Action-Adventure Games
Ruan, Xiaoyin ; Cho, Dong-Min ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 137~146
DOI : 10.7583/JKGS.2014.14.5.137
Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer`s message without distorting the original impression in the game publishing environment.
Analysis of Gender Identity of On-line Game Character - focused on
Han, Hye-Won ; Kim, Seo-Yeon ; Koo, Hye-In ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 147~160
DOI : 10.7583/JKGS.2014.14.5.147
The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game
to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.
A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields
Kim, Joo Woo ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 161~182
DOI : 10.7583/JKGS.2014.14.5.161
As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests` value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.
A Study on the Direction of Storytelling for the Activation of Serious Games
Lee, Jae Hong ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 183~192
DOI : 10.7583/JKGS.2014.14.5.183
In recent times, a trend has emerged which rejects negative elements such as violence and gambling associated with games, and emphasizes positive functions such as academic study, which is a desirable phenomenon. Serious games have great potential and unlimited boundaries in their scope, and need much study and research from various perspectives. Especially today, in enhancing the national image of Korea with "Korean games" for the next generation, creative storytelling is urgently required. In this study, I aim to investigate the functions and roles of serious games and to foresee their future direction of development. I also examine the essential elements of storytelling in games suitable for the next generation.
A Study on the Effect of Mobile Social Network Game Characteristics in Electronic Word of Mouth
Kang, Moon-Young ; Chi, Yong-Shou ; Park, Jong-Woo ;
Journal of Korea Game Society, volume 14, issue 5, 2014, Pages 193~202
DOI : 10.7583/JKGS.2014.14.5.193
This study is based on previous studies on the various types of games and analyse the effects of the characteristics of mobile social network games on online word-of-mouth of game users. As a result, it was revealed that commitment increased because of the features of not needing to access continuously, not interrupted by reciprocal relationship among users, a particular time and place. However, in the process of the interaction with the media, perceived individual social presence and asynchrony that did not need to continue to access, they did not affect satisfaction and respectively. In addition, this commitment had more effects on online word-of-mouth than satisfaction. Comprehensive the above, the research achievement of this study may be expected to contribute to the ongoing development of future domestic mobile social network game industry.