Go to the main menu
Skip to content
Go to bottom
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
Validation of G-HEXACO for Application to Game Character's Personality - Focusing on FIFA Online3-
Kim, Mi-Sun ; Ko, Il-Ju ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 7~18
DOI : 10.7583/JKGS.2015.15.5.7
The purpose of the present study is to build a theoretical basis for game character that represents the various personalities and interacts with the other characters in the game, applying the HEXACO theory to game character. It is hard to use the HEXACO to the game because the HEXACO is a theory based on the real world, on the contrary, the game has features of the virtual reality. Therefore, the HEXACO needs to be converted to Game HEXACO(G-HEXACO) for applying personality factors to the game character. To achieve this, we surveyed the HEXACO-PI-R and game questions related with the HEXACO factors. On the basis of the results, we designed G-HEXACO. This study means that the HEXACO could be replaced with the G-HEXACO to applying personality factors to the game character.
A Study on the Game Analysis Methods : Focusing on the Analysis of Game Components
Nam, Ki-Teok ; Yoon, Hyung-Sup ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 19~28
DOI : 10.7583/JKGS.2015.15.5.19
The game industry has been seeing rapid change brought on by the competitive environment globally. As a result, game design skill is being magnified as a key to success. Because of lack of game design skills, Korean game market is in crisis recently. The game analysis is necessary to enhance game design skills. However, criteria and definition of game analysis is not clear and it is difficult to use for game development. This paper will suggest H-G model which has two factors that are 'human role' and 'the scope of game analysis'. This model segments 9 types of game analysis method. This study finds the limitation of leading researches and tries to improve it mapping the major leading researches to H-G model. This paper would help to make the game analysis be integrated and systemic research as regards 9 types of H-G model.
Satisfying Desires Using Auto-Combat in Mobile RPG
Lyou, Chul-Gyun ; Kim, HwaHyun ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 29~38
DOI : 10.7583/JKGS.2015.15.5.29
The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.
A Case Study on PVP Level Design Patterns of FPS games - Focusing on 'Point Blank' -
Kang, Soo-Chang ; Choi, Chris Seoyun ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 39~48
DOI : 10.7583/JKGS.2015.15.5.39
Level design of online FPS games has not been researched enough for its active development and service. For the most part, FPS design patterns only have been classified based on PVE level design. However, it is necessary to look at it in light of PVP level design in the online FPS multi-player games. Therefore, we analyzed one of the most preferred team-death match levels in 'Point Blank'. This research holds its significance in suggesting the new PVP level design patterns compared to PVE level design patterns after conducting in-depth interviews on three FPS developers.
A Method of Gameplay Analysis by Petri Net Model Simulation
Chang, Heedong ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 49~56
DOI : 10.7583/JKGS.2015.15.5.49
As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.
Effect of Inclusive Institution on Economic Development : Focus on the institutionalization of the game industry in Korea and Germany
Seok, Seung-Hye ; Shryu, Seung-Hoo ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 57~78
DOI : 10.7583/JKGS.2015.15.5.57
This Study is the effect of the inclusive institution on a nation's economic development. Therefore, we focused on the gaming industry as an index that can drive the economic growth in the future. The reason to compare the game institution in South Korea and Germany is that both countries began to develop the game by the State, but the game institution in South Korea and Germany at the present time are sharply opposed, because the institutions can focus on the main points that are experiencing this difference. The results of this study, first, open/closed network in institutionalized aspect affects the social status of the game. This second, game workers in the legal institution has been classified as artists in Germany, as addicts in South Korea. And, Germany also has incentives to creators protected profits reinvested in the gaming industry, Korea leads to punitive exploitation is being transferred to the group for addiction treatment that revenue. Third, this exclusive and inclusive institutional system could affect the stable growth of the game market. As a result, South Korea's state institutions will notice that you get a result away from opportunities for economic development due to the loss of inclusiveness.
A Production of Edutainment Contents Using Augmented Reality
Jeong, Yeon-Chul ; Cha, Jae-Gwan ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 79~87
DOI : 10.7583/JKGS.2015.15.5.79
Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.
Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man
Choi, Taeyeong ; Na, Hyeon-Suk ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 89~98
DOI : 10.7583/JKGS.2015.15.5.89
The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.
A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets
Lee, Dongryul ; Kim, Youngsik ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 99~108
DOI : 10.7583/JKGS.2015.15.5.99
To identify the location of the object and improve the realism in 3D game, shadow mapping is widely used to compute the depth values of vertices in view of the light position. Since the depth value of the shadow map is calculated by the world coordinate, the depth values of the static object don't need to be updated. In this paper, (1) in order to improve the rendering speed, using multiple render targets the depth values of static objects stored only once are separated from those of dynamic objects stored each time. And (2) in order to improve the shadow quality in the quarter view 3D game, the position of the light is located close to dynamic objects traveled along the camera each time. The effectiveness of the proposed method is verified by the experiments according to the different static and dynamics object configuration in 3D game.
The UCT algorithm applied to find the best first move in the game of Tic-Tac-Toe
Lee, Byung-Doo ; Park, Dong-Soo ; Choi, Young-Wook ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 109~118
DOI : 10.7583/JKGS.2015.15.5.109
The game of Go originated from ancient China is regarded as one of the most difficult challenges in the filed of AI. Over the past few years, the top computer Go programs based on MCTS have surprisingly beaten professional players with handicap. MCTS is an approach that simulates a random sequence of legal moves until the game is ended, and replaced the traditional knowledge-based approach. We applied the UCT algorithm which is a MCTS variant to the game of Tic-Tac-Toe for finding the best first move, and compared it with the result generated by a pure MCTS. Furthermore, we introduced and compared the performances of epsilon-Greedy algorithm and UCB algorithm for solving the Multi-Armed Bandit problem to understand the UCB.
Development of multi arcade game platform applying smart devices
Yun, Chang Ok ; Kim, Jun Hong ; Ju, Woo Suk ; Yun, Tae Soo ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 119~130
DOI : 10.7583/JKGS.2015.15.5.119
In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.
Design and Prototype Development of An Agent for Self-Driving Car
Lim, Seung Kyu ; Lee, Jae Moon ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 131~142
DOI : 10.7583/JKGS.2015.15.5.131
A self-driving car is an autonomous vehicle capable of fulfilling the main transportation capabilities of a traditional car. It must be capable of sensing its environment and navigating without human input. In this paper, we design the agent that can simulate these self-driving cars and develop a prototype for it. To do this, we analyze the requirements for the self-driving car, and then the agent is designed to be suitable for traditional multi-agent system. The key point of the design is that agents move along the steering forces only. The prototype of the designed agent was implemented by using Unity 3D. From simulation results using the prototype, movements of the agents were very realistic. However, in the case of increasing the number of the agent the performance was seriously degraded, and so the alternatives of the problem were suggested.
Simulation of Explosion of the Semi-Fluid with Strong Elasticity Applying Coulomb-Mohr Theory
Kim, Gyeong-Su ; Sung, Su-Kyung ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 143~152
DOI : 10.7583/JKGS.2015.15.5.143
Unlike simulating general 'particle-based fluid explosion', simulating fluid with elasticity requires various experimental methods in order to show the realistic deformation of the matter. The existing studies on particle-based viscoelastic fluid only focused on matters' plastic deformation which can be found in mud or paint, based on the maximum distortion energy theory and maximum shear stress theory. However, these former researches could not simulate the brittle deformation which can be seen from silicon or highly elastic rubber when great external forces above limits are applied. This study suggests a brittle simulation method based on the Coulomb-Mohr theory, the idea that a yield occurs when maximum stress on a matter reaches to its rupture stress. This theory has a significant difference from the existing particle-based simulations which measures the forces on a matter by length or volume. Using a strong-elastic semifluid which Coulomb-Mohr theory is applied, realistic deformation process of a matter was observed as its forced surface reached to the rupture stress. When semifluid hit the ground, the impact of deformation can be explained by using Coulomb-Mohr theory.
The Influences of Cooperative Games on Psycosocial factors and Offline Social Participation
Lee, Jong Wouk ; Lee, Sun Young ;
Journal of Korea Game Society, volume 15, issue 5, 2015, Pages 153~162
DOI : 10.7583/JKGS.2015.15.5.153
This study explores the social sides of games by investigating the relationship between cooperative games and psychological factors determining social relationships (i.e., self-disclosure, intimacy) and how such psycosocial factors influence offline social participations. Utilizing both online and offline surveys, the results indicated that the amount of time spending on cooperative games have a positive impact on self-disclosure and intimacy. The results also showed that users' self-disclosure and intimacy influence offline social participation.