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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
An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment
Bae, Jae-Han ; Kim, Jae-Jin ; Noh, Ghee-Young ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 7~18
DOI : 10.7583/JKGS.2015.15.3.7
This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.
Factor Analysis for Activating Game Based Digital Urban Theme Park
Ra, Gunju ; Sung, Junghwan ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 19~30
DOI : 10.7583/JKGS.2015.15.3.19
The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.
Effect of Mobile Game Use Amount on the Satisfaction Level and Game Commitment(flow)
Kim, Hye Bin ; Park, Young Il ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 31~40
DOI : 10.7583/JKGS.2015.15.3.31
In this study, the effect of amount of use of mobile game (time of use, consumption cost) on the perceived satisfaction level (perceived enjoyment, service quality, and price) of game and commitment is to be observed. If the amount of game use is high, are the satisfaction level and commitment of game high as well? Is there any factor of negative effect on game commitment? As a result of study, among the mobile game use behaviors subjected in this study, higher the amount of use and consumption cost, more the level of satisfaction level and commitment on game. This study is to verify and analyze the high level of perceived satisfaction and commitment on mobile game by users with high amount of use to expand and to discuss the base of study of heavy mobile game user and heavy digital game user.
Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game
Kim, Si-Sung ; Lee, Jong-Wouk ; Noh, Ghee-Young ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 41~50
DOI : 10.7583/JKGS.2015.15.3.41
This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.
A Cyborg Companion: Human Being & Machine Being
Kim, Ji Yeon ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 51~62
DOI : 10.7583/JKGS.2015.15.3.51
Do artifacts function merely as tools? Today tremendous softwares work to assist or guide their users. This paper will apply the theories of Science & Technology Studies(STS) and the agent definition of Floridi & Sanders(2004) to game-bot programmes. Consequently we would see game-bots have had the interactivity, autonomy and adaptability. They are the position of agents even in playing. Further they may be companion relationship in the way that bots and human players compose each other. Then we will be induce to new question, the bots may be political-social. While human actors in computer based rule are the compounds being affected by the artificials, they will be never same to classic human actors.
Parental Mediation Strategies on Online Gaming
Kim, Jee Yeon ; Doh, Young Yim ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 63~78
DOI : 10.7583/JKGS.2015.15.3.63
This study explored parental mediation strategies of children's online gaming and their relevant variables which could influence on them. A survey to 379 parents with elementary, middle, highschool, and college aged children revealed 7 distinctive parental mediation strategies of children's online gaming, that is, 'instructive', 'co-playing', 'rule-based', 'restrictive', 'technological', 'government regulation-dependent', and 'active guidance' mediation. Also, the results showed that there was significant relation between the parental mediation strategies, characteristics of parents, and characteristics of children. This study holds its significance in identifying the parental mediation types reflecting media characteristics of online games and Korean social and cultural context.
The Educatees' Perception Change of Learning Motivation and Fairness on Feedback using App
Kim, Sangkyun ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 79~86
DOI : 10.7583/JKGS.2015.15.3.79
Effective feedback plays a key role in education environments to motivate the students and to maintain their flow. However, there usually lacks in providing effective feedbacks in education environments due to an excessive number of students and insufficient class times. The purpose of this paper is to analyze the educatees' response on game like feedback using App. In this paper, Class123 App developed and published by BravePops was used. During one semester, Class123 App had been used in engineering class and the educatees' responses on game like feedbacks using Class123 App are analyzed. Statistical analysis results show that the feedbacks using Class123 App made positive effects to motivate the students. Especially, the positive feedbacks were more effective than the negative feedbacks.
An Observational Research on the Limitations and Side Effects of Gamification in Educating Human Resources
Kim, Sangkyun ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 87~96
DOI : 10.7583/JKGS.2015.15.3.87
Fun and happiness are the intrinsic values of the human beings. Game is one of the most efficient tools which satisfies those intrinsic values. Approaches and methods combining game and education to provide the enjoyable education environments have been increasing. As use of gamification in corporate and school education environments for human resources is increasing, significant voices of concern on the limitations and side effects of combining game and education are continuously increasing. The purpose of this paper is to energize the use of gamification in education environments by clarifying the limitations and side effects of gamification and seeking ways to overcome those factors. This paper summarizes an observational research on the limitations and side effects of gamification in education environments, and provides the interviewees' opinions on gamified classes.
A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects
Lee, Jae Hong ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 97~106
DOI : 10.7583/JKGS.2015.15.3.97
Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of
, one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of
, the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.
A Study of the Regional Industrial Ecosystem on Game Industry: Focused on Game Contents Business in Seongnam
Leem, Eeksu ; Woo, Tack ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 107~122
DOI : 10.7583/JKGS.2015.15.3.107
The aim of this study is to suggest the strategy and policy to promote world class game industrial complex through the analysis of game contents business ecosystem in Seongnam. As a result of analysis, At present of the game contents industry in Seongnam as ecosystem is challenged in many-side as followings. 1)Lack of interaction between core game contents businesses and extended network businesses in same area. 2)Imbalanced relationships between game contents conglomerate and small and medium sized businesses. 3)Insufficient game contents optimized human resource and development program. This study provides a stepping stone for regional industrial ecosystem of game industry and new possibilities of application about regional industry analysis.
Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy
Lee, Hye Rim ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 123~134
DOI : 10.7583/JKGS.2015.15.3.123
There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.
Interface Correction Method for Motion Recognition Game using Kinect
Kang, Gyeong-Heon ; Kim, Eun-Seok ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 135~150
DOI : 10.7583/JKGS.2015.15.3.135
After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.
English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System
Youm, Kiho ; Oh, Kyoungsu ; Chun, Youngjae ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 151~160
DOI : 10.7583/JKGS.2015.15.3.151
This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.
Effects of Game-Based Self-Advocacy Script Intervention on Children with Disabilities
Yu, Seohyun ; Kwon, Jungmin ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 161~176
DOI : 10.7583/JKGS.2015.15.3.161
The purpose of this study was to examine the effects of a script intervention based on multimedia on the verbal and behavioral self-advocacy skill of elementary school students with disabilities. A multiple probe baseline design across subjects had been used with 4 students with intellectual disabilities. The results showed all participants showed significant increase of verbal and behavioral self-advocacy performance in asking for help, expressing one's opinions, and coping with violations, and the effects were maintained. The intervention was more effective for verbal self-advocacy than behavioral. Some suggestions for future study are discussed.
A Study of Cheater Detection in FPS Game by using User Log Analysis
Park, Jung Kyu ; Han, Mee Lan ; Kim, Huy Kang ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 177~188
DOI : 10.7583/JKGS.2015.15.3.177
In-game cheating by the use of unauthorized software programs has always been a big problem that they can damage in First Person Shooting games, although companies operate a variety of client security solutions in order to prevent games from the cheating attempts. This paper proposes a method for detecting cheaters in FPS games by using game log analysis in a server-side. To accomplish this, we did a comparative analysis of characteristics between cheaters and general users focused on commonly loaded logs in the game. We proposed a cheating detection model by using artificial neural network algorithm. In addition, we did the performance evaluation of the proposed model by using the real dataset used in business.
A Block-based Computer Graphics Educational Software Model using WebGL
Pyun, Hae-Gul ; Park, Jinho ;
Journal of Korea Game Society, volume 15, issue 3, 2015, Pages 189~200
DOI : 10.7583/JKGS.2015.15.3.189
These days computer graphics technology has been applied in diverse IT fields. Needs for computer graphics such as 3D Printer, Head Mount Display, VR & AR are growing rapidly. Computer graphics will be more specialized and demanding for graphics specialists will be also increased. However, serious mathematical background obstructs people to learning computer graphics. An efficient computer graphics learning system would be helpful for graphics experts training. By analyzing the graphics theory, we propose an educational software system with that students can effectively learn computer graphics. Our system focuses on theoretical objects of computer graphics and enhances accessibility and intuition using web and blocks.