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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 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
A Study of Digital Game Grammar
Lee, Dong Eun ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 7~18
DOI : 10.7583/JKGS.2015.15.2.7
The aims of this study are to theorize genre convention of the digital games and to draw digital game genre grammar. This study verified the need for game genre and derives FPS Game genre grammar in six features. There is a formulation of the genre theory of meaning to academic researchers who studies digital games. And game designers to provide universal principles of a specific genre that is meaningful. As well as this study found that game play through the convergence of different media genres and the new format of storytelling or do it the potential to generate content may also be expected.
An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game
Jang, Han-Jin ; Kim, Si-Sung ; Noh, Ghee-Young ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 19~32
DOI : 10.7583/JKGS.2015.15.2.19
Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(
) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.
Characteristics of the Mobility with Figurative Approach in Location based Games
Kwon, Boh-Youn ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 33~42
DOI : 10.7583/JKGS.2015.15.2.33
This study analyzes location based game
focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings,
structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.
Study on User-Friendly Rhythm Dance Game Utilizing Beat Element of Music
Yi, Tae-Ha ; Jeong, Seung-Hwa ; Goo, Bon-Cheol ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 43~52
DOI : 10.7583/JKGS.2015.15.2.43
This Study suggests the user-friendly game playing method of rhythm dance game focusing on the natural interaction between music and user's movement. When the existing rhythm dance games have given the limitation to users, this study chose the game playing method using beat that is consist of basic element in dance music for minimizing the limitation. Beat feeling method automatically figures out each body position value extracted with Kinect that divided into three parts of shoulder, knee, and head. Accoring to this process, users can play the game to individual dance style, not fixed rules for game.
Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game
Kim, Nayoung ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 53~62
DOI : 10.7583/JKGS.2015.15.2.53
This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.
An Exercise to Explore Avatar Customization and Gender Swapping
Scheck, Katherine ; Lee, Dong Yeop ; Kyung, Byung Pyo ; Ryu, Seuc Ho ; Lee, Dong Lyeor ; Lee, Wan Bok ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 63~72
DOI : 10.7583/JKGS.2015.15.2.63
Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.
A Study on Flash Mobile Game Application Using Adobe AIR
Joo, Heon-Sik ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 73~82
DOI : 10.7583/JKGS.2015.15.2.73
This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.
A Study on the Data Linkage Method of Online Game Server
Kang, Min-Seok ; Kim, KyungSik ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 83~94
DOI : 10.7583/JKGS.2015.15.2.83
Methodology of server development is so important for the development of online game because the client where the users play the online game depends on the server. In this research, we have studied data linkage methods of the online game server which permits the server to save and retrieve the user data on the database. The data linkage method of the server is critical to make the users continue their games anywhere online. In this paper, several data linkage methods have been proposed and classified with their definitions. The proposed methods have been evaluated with the experimental data. It will contribute for the developer of online game server to choose a good data linkage method for the features of the game.
A Single-Player Car Driving Game-based English Vocabulary Learning System
Kim, Sangchul ; Park, Hyogeun ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 95~104
DOI : 10.7583/JKGS.2015.15.2.95
Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.
Research of Real-Time Emotion Recognition Interface Using Multiple Physiological Signals of EEG and ECG
Shin, Dong-Min ; Shin, Dong-Il ; Shin, Dong-Kyoo ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 105~114
DOI : 10.7583/JKGS.2015.15.2.105
We propose a real time user interface that utilizes emotion recognition by physiological signals. To improve the problem that was low accuracy of emotion recognition through the traditional EEG(ElectroEncephaloGram), We developed a physiological signals-based emotion recognition system mixing relative power spectrum values of theta/alpha/beta/gamma EEG waves and autonomic nerve signal ratio of ECG (ElectroCardioGram). We propose both a data map and weight value modification algorithm to recognize six emotions of happy, fear, sad, joy, anger, and hatred. The datamap that stores the user-specific probability value is created and the algorithm updates the weighting to improve the accuracy of emotion recognition corresponding to each EEG channel. Also, as we compared the results of the EEG/ECG bio-singal complex data and single data consisting of EEG, the accuracy went up 23.77%. The proposed interface system with high accuracy will be utillized as a useful interface for controlling the game spaces and smart spaces.
Serious Game for Experience of Music Performance
Jung, ChanYong ; Kang, Nawon ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 115~122
DOI : 10.7583/JKGS.2015.15.2.115
In this paper we propose a serious game for experience of music performance, which allows users to readily enjoy musical playing, even if the player has little or no experience in playing musical instruments. This game makes it easier for users to correctly perform given melodies along with standard performance, using a score-adjusting algorithm that can cope with the particular errors commonly made by beginners. This music performance is achieved by the agent to interpret the gestural sign of the user. We understands the interaction of the user and the agent as a communication model from the Peircean Semiotic perspectives.
Game Application System Development for improving the Symmetry of the Left/Right Brain Activity
Ahn, So-Young ; Shin, Dong-Kyoo ; Shin, Dong-Il ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 123~130
DOI : 10.7583/JKGS.2015.15.2.123
In this paper, we present the research result related to a game application system which improves the symmetry of the left and right brain activity for alleviating the emotional disorders such as anxiety and depression. Since the characteristics of patients with affective disorders are less willing to therapy. obvious motivation is needed in general. To provide a strong incentive for these patients, we propose a customized game system through game-oriented content of enjoyment. After the experiments conducted for 5 days, it was found that the symmetry of left and right brain activity is enhanced. The proposed functional game system can be applied to a wide range of applications such as healthcare or education.
Analyzing Game Interfaces for Adapting Games in English Learning and Teaching
Won, Eun-Sok ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 131~144
DOI : 10.7583/JKGS.2015.15.2.131
As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.
A Analysis on the Present State and Character of Game Regulation in Korea
Choi, Seong Rak ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 145~158
DOI : 10.7583/JKGS.2015.15.2.145
There are a lot of game regulations in Korea. Each scholar has invested a game regulation. But there is no research about all the game regulations. All regulations in government should be registered in Regulatory Reform Committee. So, this study researched the all game regulation in Regulatory Reform Committee and found the present state and character of game regulation in Korea. The registered game regulations are only 22. But actually, there are 44 regulations in game field. And according to legal context, there are over 60 regulations in game field. And a lot of game regulations focus on the game addiction and gambling. The differences of regulation would influence the policy trust and government trust. This result would contribute to reform the regulation of game in Korea.
3D Adaptive Bilateral Filter for Ultrasound Volume Rendering
Kim, Min-Su ; Kwon, Koojoo ; Shin, Byeoung-Seok ;
Journal of Korea Game Society, volume 15, issue 2, 2015, Pages 159~168
DOI : 10.7583/JKGS.2015.15.2.159
This paper introduces effective noise removal method for medical ultrasound volume data. Ultrasound volume data need to be filtered because it has a lot of noise. Conventional 2d filtering methods ignore information of adjacent layers and conventional 3d filtering methods are slow or have simple filter that are not efficient for removing noise and also don't equally operate filtering because that don't take into account ultrasound' sampling character. To solve this problem, we introduce method that fast perform in parallel bilateral filtering that is known as good for noise removal and adjust proportionally window size depending on that's position. Experiments compare noise removal and loss of original data among average filtered or biliteral filtered or adaptive biliteral filtered ultrasound volume rendering images. In this way, we can more efficiently and correctly remove noise of ultrasound volume data.