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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 15, Issue 6 - Dec 2015
Volume 15, Issue 5 - Oct 2015
Volume 15, Issue 4 - Aug 2015
Volume 15, Issue 3 - Jun 2015
Volume 15, Issue 2 - Apr 2015
Volume 15, Issue 1 - Feb 2015
Selecting the target year
The Influence of the Gamer Organizational Citizenship Behavior on Game Continuance Intention : Based on Lineage2
Ahn, Ji-Hoon ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 7~16
DOI : 10.7583/JKGS.2015.15.1.7
In this study, we identify the Influence of Gamer Organizational Citizenship Behavior on Game Continuance Intention. Also, we provide insight into a way to induce altruistic and conformist behaviors based on our observations. We established a hypothesis based on Organizational Citizenship Behavior theory and verified it with 134 active gamers of Lineage 2. Our results demonstrate that gamers' group behaviors, such as altruistic and conformist behaviors, have significant impact on Game Continuance Intention.
The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games
Lee, Han-Ho ; Kim, Si-Sung ; Lee, Min-Seop ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 17~26
DOI : 10.7583/JKGS.2015.15.1.17
The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.
A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences
Pyun, Hae-Gul ; An, Haeng-A ; Yuk, Seongmin ; Park, Jinho ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 27~34
DOI : 10.7583/JKGS.2015.15.1.27
This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.
Study of User Generated Rules on Online game - focused on League of Legends -
Lyou, Chul-Gyun ; Park, Miri ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 35~44
DOI : 10.7583/JKGS.2015.15.1.35
The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.
A Study on User Identity according to MMORPG's Narrative Mode Focused on
Yun, Hye-Young ; Kim, Jeong-Yeon ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 45~54
DOI : 10.7583/JKGS.2015.15.1.45
This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on
. These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.
The Study on Web Game based on Game Storytelling focused on Three Kingdom
Ko, Jay ; Kang, Hyosoon ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 55~62
DOI : 10.7583/JKGS.2015.15.1.55
The meaning and development direction of storytelling of web game will be discussed in this study. The digital culture industry is getting grow more and more by technology innovation. But web game storytelling attracts attention less than technology development. So assuming that the future of game industry is depend on web game based on cloud environment, how much important the storytelling is for growth of web game will be studied. Taking 'Embracing Three Kingdom' as success case, which is representative web game in this country, the direction of web game storytelling will be suggested by analyzing 'Romance of the Three Kingdoms', which is back ground story of it, met web game and what complementary relationship made with it.
A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 63~76
DOI : 10.7583/JKGS.2015.15.1.63
The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.
A Study on Countermeasures for Personal Data Breach and Security Threats of Social Network Game
Lee, Sang Won ; Kim, Huy Kang ; Kim, Eun Jin ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 77~88
DOI : 10.7583/JKGS.2015.15.1.77
As the smart phone market is drastically expanding, there is a steady growth of recent vicious activities such as data manipulation, billing fraud, identity theft, and leakage of personal information that are security threats to Social Network Games(SNG). Due to the threats, Strong development standard is required for security enhancement of SNG. Nonetheless, short life-spans, additional expenses, and the necessities to provide a sound game service hinders developers from reaching their security goals. Therefore, this research investigates the weak points of SNG through memory manipulation experiments based on the currently provided SNG services. In addition, the research presents counter measures and security enforcements that are light in service load and simplistic which can be applied in the developing process.
The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games
Kim, Dong-Woo ; Lee, Yeong-Ju ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 89~100
DOI : 10.7583/JKGS.2015.15.1.89
This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.
A Study on the Effect of Contents Characteristics and Operating Service Quality in Continued Usage Intention and Word of Mouth : Focus on Online Sports Game
Fang, Chun-Feng ; Lee, Don-Gon ; Han, Kyeong-Seok ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 101~114
DOI : 10.7583/JKGS.2015.15.1.101
A recent online game is growing with the combined action of content as well as operating services. However, in previous studies, with a lot of focus on content characteristics of game than the game operating service quality studies have been carried out. This study targeted research online sports games, operating service quality and content characteristics of the game are analyzed effects of word-of-mouth and continued usage intention by applying Expectation Confirmation Model. as a result, it has found that as a result, it has found that sense of reality turned out to be a major variable affecting the content of the game even expectation confirmation. Directly and indirectly, it was confirmed that the role of empathy affect to expectation confirmation and satisfaction.
The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft
Bae, Joonheui ; Koo, Dong Mo ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 115~124
DOI : 10.7583/JKGS.2015.15.1.115
This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.
A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course
Choi, YoungMee ; Kim, SeongJoong ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 125~134
DOI : 10.7583/JKGS.2015.15.1.125
This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.
A Game Framework Development for Smart TV
Lee, Sung-Hyun ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 135~144
DOI : 10.7583/JKGS.2015.15.1.135
Smart TV has been the most popular communication device since 2010. It is the multi-functional device conjugated a variety of features such as Apps, Web surfing, viewing VOD and so on. However, the contents and development tools for smart TV are still relatively small and research for game contents development tools is also insufficient. In this study, we are to design and develop a framework for developers to make Smart TV game contents easily. The STGF (Smart TV Game Framework) we developed is made up of 3 managers such as input manager, screen data process manager, and game status process manager. We verified the usefulness of STGF through developing "Pentomiro" App launched commercially in 2013. With STGF development time would be expected to be reduced, because we spend little time in basic development steps such as input, output, and data processing and error correction processing.
Usability Test of 'Paldokangsan3' a Walking Game for the Elderly
Kim, KyungSik ; Lee, YoonJung ; Oh, DooNam ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 145~154
DOI : 10.7583/JKGS.2015.15.1.145
The objective of this research is to evaluate the usability test of 'Paldokangsan3' which has been developed as a serious game for the elderly to improve their physical and mental health. This game machine has been installed in a silver house for one month that the elderly could play the game as they like in their convenient times. To promote their participations to practice the game, we set 3 contests with gifts for the high scores and collect their data through inspection, questionnaire and interviews by the researchers as well as in-game measurement for the play. Eight people volunteered to join the project. While the result analysis for the usability area of easiness of control, learnability of the game play, memorability and challenge didn't show the statistical confident t-value, most elderly players participated 2~3 times a day for a month even though most of them are suffering mild cognition impairment. They showed good subjective satisfactions in their interviews that we could go on the project further to expand its applications.
Analysis of Learning and Fun Elements Inherent in Dance Game
Lee, Ji Seol ;
Journal of Korea Game Society, volume 15, issue 1, 2015, Pages 155~170
DOI : 10.7583/JKGS.2015.15.1.155
This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.