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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
Researching the self-presentation desire of decorating in-game space in Social Network Games
Park, Jihye ; Paik, Chul-ho ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 7~18
DOI : 10.7583/JKGS.2015.15.4.7
A social network game (SNG) is the result of a combination of a life simulation game and a social networking service. These types of games are particularly popular among women. This phenomenon calls for research that focuses on the motivation behind playing SNGs, the factors that make SNGs absorbing and, particularly, the space decorating features of SNGs. The current study investigates people's experience with the space decorating features of SNGs and their motivation for playing these games. It observes the behaviors of SNG players, which were typed through Q methodology. Moreover, it specifically analyzes the motivation behind the playing of space-decorating SNGs. The study concludes that most of players were more absorbed in the space-decorating features of these games than they were in their social networking features. This also affects a player's continued playing of these games. This study proves that this phenomenon is related to players' desires for self-representation.
Serious Game Design and Implementation for Kids
You, GiWon ; Yoon, SeonJeong ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 19~28
DOI : 10.7583/JKGS.2015.15.4.19
According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.
Improving A Stealth Game Level Design Tool
Na, Hyeon-Suk ; Jeong, Sanghyeok ; Jeong, Juhong ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 29~38
DOI : 10.7583/JKGS.2015.15.4.29
In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.
Prototyping a NFC based TCG and its Convenience Analysis
Ha, Joung-Min ; Cho, Sung Hyun ; Kang, Sin-Jin ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 39~48
DOI : 10.7583/JKGS.2015.15.4.39
In this paper, we developed a board game prototype, which is a trading card game (TCG) based on near field communication (NFC), in order to compare the convenience between an analog style board game and its corresponding digitalized board game based on NFC. Especially we try to maintain the advantages of an analog style board game such as social fellowship and communication skill in developing its corresponding digitalized TCG game. 20 players participated in our experiments, and each team consists of 2 payers. After they play an analog card game and its corresponding digitalized card game, they answer our survey questionnaires. We can confirm that the NFC TCG offers more convenience to players than its corresponding analog card game according to survey results.
A Study of Evaluation Model for RPG Combat Balance in Mobile
Jeon, Joon Hyun ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 49~58
DOI : 10.7583/JKGS.2015.15.4.49
Due to the improving mobile environments, we can play RPG in not only computer online field but also mobile field. It is difference from hardware environment between them so that mobile RPG has been changed and modified to play in mobile environment except RPG's frame and basic element. This Study has investigated the model to evaluate the balance of battle that is based on the RPG. Although there is an assessment model studied with a focus on the MMORPG, It is difficult to apply to the entire balance in RPG especially mobile RPG. Former model has used only basic element because there were so many kinds of variables such as user's controls, other players and objects in game. The reason why that model just gave a guide line about battle balance. In this paper, the new assessment model to include the balance factors such as BUFF, NURF and PASSIVE could be possible for applying the balance of mobile RPG on recent trends. As a result, the new model can measure numerical calculations compared to the previous model.
A Study of Analyzing Realtime Strategy Game Data using Data Mining
Yong, Hye-Ryeon ; Kim, Do-Jin ; Hwang, Hyun-Seok ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 59~68
DOI : 10.7583/JKGS.2015.15.4.59
The progress in Information & Communication Technology enables data scientists to analyze big data for identifying peoples' daily lives and tacit preferences. A variety of industries already aware the potential usefulness of analyzing big data. However limited use of big data has been performed in game industry. In this research, we adopt data mining technique to analyze data gathered from a strategic simulation game. Decision Tree, Random Forest, Multi-class SVM, and Linear Regression techniques are used to find the most important variables to users' game levels. We provide practical guides for game design and usability based on the analyzed results.
Detecting malicious behaviors in MMORPG by applying motivation theory
Lee, Jae-hyuk ; Kang, Sung Wook ; Kim, Huy Kang ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 69~78
DOI : 10.7583/JKGS.2015.15.4.69
As the online game industry has been growing rapidly, more and more malicious activities to gain economic benefits have been reported as well. Game bot is one of the biggest problems in the online game industry. So we proposed a bot detection method based on the ERG theory of motivation for the first time. Most of the previous studies focused on behavior-based detection by monitoring patterns of the specific actions. In this paper, we applied the motivation theory to analyze user behaviors on a real game dataset. The result shows that normal users in the game followed the ERG theory of motivation in the same way as it works in real world. But in the case of game bots, the theory could not be applied because the game bot has specific reasons, unlike normal game users. We applied the ERG theory to users to distinguish game bot users from normal users. We detected the game bot with high accuracy of 99.78% by applying the theory.
Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design
Jeong, Seong Hwa ; Kyung, Byung Pyo ; Lee, Dong Lyeor ; Lee, Wan Bok ; Ryu, Seuc Ho ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 79~92
DOI : 10.7583/JKGS.2015.15.4.79
The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.
Recognition of the Type and Cause of
Seo, Seong-Eun ; Kim, Chi-Yo ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 93~110
DOI : 10.7583/JKGS.2015.15.4.93
This study aimed at identifying user recognition of the types and causes of online game trolling through in-depth interview with users of
. Online game trolling refers to anti-social behaviors to do acts provoking other users to anger intentionally so induce their actual reaction in online games. Types of online game trolling contained flaming, griefing, unskilled player and lack of understanding on user's rule. And users are recognizing as problems that anonymity is excessively high in the game, a single game has undue significance, team play is given too much emphasis in a situation lacking in social cohesivenessk as the structural causes of trolling in
. Accordingly, in order to decrease online game trolling, it is urgent to improve the game-structured layer causing trolling rather than regulate trollers only.
Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s
Jeon, Gyongran ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 111~120
DOI : 10.7583/JKGS.2015.15.4.111
The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.
A Study on eye-tracking software design and development for e-sports viewing on the web
Ko, Eunji ; Choi, SunYoung ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 121~132
DOI : 10.7583/JKGS.2015.15.4.121
This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.
A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 133~144
DOI : 10.7583/JKGS.2015.15.4.133
This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.
Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining
Cheon, Youngjoon ; Kwak, Kyu Tae ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 145~156
DOI : 10.7583/JKGS.2015.15.4.145
Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.
Difficulty Evaluation of Game Levels using A Path-Finding Algorithm
Chun, Youngjae ; Oh, Kyoungsu ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 157~168
DOI : 10.7583/JKGS.2015.15.4.157
The difficulty of the game is closely related to the fun of the game. However, it is not easy to determine the appropriate level of difficulty of the game. In most cases, human playtesting is required. But even so, it is still hard to quantitatively evaluate difficulty of the game. Thus, if we perform quantitative evaluation of the difficulty automatically it will be very helpful in game developments. In this paper, we use a path finding algorithm to evaluate difficulty of exploration in a game level. Exploration is a basic attribute in common video games and it represents the overall difficulty of the game level. We also optimize the proposed evaluation algorithm by using previous exploration histories when available area in an game level is dynamically expanded and the new search is required.
A Method for Challenge Placement to Set the Level of Difficulty in a Car Driving Game
Kim, Sangchul ; Park, Dosaeng ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 169~178
DOI : 10.7583/JKGS.2015.15.4.169
Providing various levels of difficulty of game play is one of important considerations in game development. In this paper, we propose a method for obtaining the challenges that will be placed on the track of an one-player car driving game. Herein challenges denote obstacles on the track, and the level of difficulty is represented by an estimated time needed for driving one lap of the track. In the proposed method, the problem for finding challenge placement is modeled as an IP(Integer Programming) one, and then LP relaxation and Simultaneous Annealing are employed to find a solution. To the experiment with the proposed method, we can obtain challenge placements to approximately meet given target driving times. Also, after practically driving on the track where those obtained challenges are being placed, it is seen that the average driving times approximate the target driving times of those challenge placements. Our method can allow game play with various levels of difficulty so that the users' interest and the level of immerse are expected to be raised.
Reducing Search Space of A
Algorithm Using Obstacle Information
Cho, Sung Hyun ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 179~188
DOI : 10.7583/JKGS.2015.15.4.179
The A* algorithm is a well-known pathfinding algorithm. However, if the information about obstacles is not exploited, the algorithm may collide with obstacles or lead into swamp areas unnecessarily. In this paper, we propose new heuristic functions using the information of obstacles to avoid them or swamp areas. It takes time to process the information of obstacles before starting pathfinding, but it may not cause any problems most of cases because it is not processed in real time. We showed that the proposed methods could reduce the search space effectively through experiments. Furthermore, we showed that heuristic functions using obstacle information could reduce the search space effectively without processing obstacle information at all.
Development of a Serious Game using EEG Monitor and Kinect
Jung, Sang-Hyub ; Han, Seung-Wan ; Kim, Hyo-Chan ; Kim, Ki-Nam ; Song, Min-Sun ; Lee, Kang-Hee ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 189~198
DOI : 10.7583/JKGS.2015.15.4.189
This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.
A Preliminary Study on Serious Game for C Language Study of Beginners : freCman
Hwang, Kitae ; Jung, Inhwan ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 199~206
DOI : 10.7583/JKGS.2015.15.4.199
This paper introduces a serious game called freCman developed for C programming language beginners. Since key words, syntax, and programming structure of C programming language are unfamiliar for them, they feel uneasy and have many difficulties to study. We developed three games such as shooting star C, finding hidden errors, unscrambling C codes through which C beginners can study C language easily. Also we developed CTS(Code to Speech) which speeches C source codes like English statements so that C beginners can be familiar with C key words and statements. To prove effectiveness of the freCman, some experiments have been conducted with C language beginners. Experiment results show that the freCman helps beginners studying C programming language much.
A Study on Direction of Convergence Education through The Crisis of The Humanities Majors
Lee, Jae Hong ;
Journal of Korea Game Society, volume 15, issue 4, 2015, Pages 207~216
DOI : 10.7583/JKGS.2015.15.4.207
Recent statistics revealed that with the crisis of humanities, the unemployment rate of the students majoring in this field of study is very high. Considering the seriousness of current situations, the government announced 'Plan to Help Students Majoring in Humanities Find Job.' This study confirmed that the government's policy for those from the department of humanities is valid and reasonable. However, the convergence of humanistic imagination and engineering thoughts could generate some side effects. Therefore, this study suggested a direction for humanistic convergence education to help these students get the career they want. In this study was investigated methodology which can maximize the efficiency of digital storytelling through microscopic convergence instead of macroscopic convergence. In addition, this study proposed that an inter-disciplinary convergence system-based project would be the best solution to nurture convergence-oriented talents in humanities.