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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Game Society
Journal Basic Information
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
Representation of Game Character Using Measurement Information of Player's Physical Status
Park, So-Hee ; Kim, Bo-Sung ; Park, Jong-Seung ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 7~16
DOI : 10.7583/JKGS.2015.15.6.7
To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.
The Effects of Interactivity on User Experience and Intention to use in Mobile Fitness App Game
Park, Jeong-Min ; Noh, Ghee-Young ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 17~28
DOI : 10.7583/JKGS.2015.15.6.17
This study attempted to identify differences in user experience and app game fun, satisfaction, use intention between fitness app games at different level of interaction design. The playtesting method was conducted on 100(male 50, female 50) university students using 'Enjoy Your Fitness', a fitness app game developed by The Center for Health Communication Studies. The results found that more interactive app game is higher in the level of user experience such as fitness accomplishment, flow, and interest. Fitness app game's fun, satisfaction, use intention is also higher on interactive fitness app game. As the study verified that interactive fitness app game had stronger effects in user fitness experience and user experience than general fitness app games through experimental studies, it may contribute to design fitness mobile app game for health improvement.
A Study on Design of a Serious Game of 'Law and Order' for Both Parents and Children
Kim, Byoung-Wook ; Kim, KyungSik ; Kang, JoonMo ; Park, HyungJoon ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 29~40
DOI : 10.7583/JKGS.2015.15.6.29
Education of 'Law and Order' is necessary in our recent society. However it is so difficult subject for students in the elementary schools to be learned efficiently. In this research, we have studied how to utilize the game as an educational contents with good effects of the game. And we have designed a game in which children could experience various situations where they had to make decisions based on proper law and order. Parents were also encouraged to participate and play along the game with role balances as mentors to their children. The effectiveness was tested with experience of the developed prototype game and questions. Through the study we expect and hope to use games as effective learning tools for children in the future.
An Analysis of determinant on Repurchase Behavior of Game User in Chinese online game industry: moderation effect of online review
Lee, Young-Duck ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 41~54
DOI : 10.7583/JKGS.2015.15.6.41
Despite a great performance of Korean online game in Chinese online game market, Korean companies were faced with decreasing market positions in China from 2006. To overcome this problem, I will suggest a research model about determinant of repurchase behavior of on-line game user and moderation effect of online review. Data collected from questionnaire survey were used in empirical analysis on research hypothesis through moderated multiple regression method. There are several conclusions as such; first, perceived value and loyalty of consumer have great positive relationships with repurchase behavior. Second, online review has positive direct influence on repurchase behavior and moderation effect of relationships among them. Third, game company has great efforts to develop online games and game contents which were guaranteed before in price, quality, information, and accurate consideration of online review.
The Effects of game play, Personal psychological factors and game violence type on Adolescents' morality
Lee, Seungje ; Lee, Daeyoung ; Jeong, Euijun ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 55~64
DOI : 10.7583/JKGS.2015.15.6.55
This study started for the verification of the worry in the relationship within violent game use and youth moral. The survey was conducted and analyze some personal factor: self control, self esteem, aggression and game time. Self control and self esteem show positive relationship with moral, but aggression shows negative relationship. The other side, game use time doesn't show any relationship with moral whether the game is aggressive or not. It is significant for the game has no relations about a laxity of moral fiber of youth and the aggression of the game doesn't show any negative influence on moral.
The Impact of Parental Style, Parent-Adolescent Communication on Parent's Perception Types of Online Game
Kim, Jee Yeon ; Doh, Young Yim ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 65~76
DOI : 10.7583/JKGS.2015.15.6.65
This study attempts to investigate the parent's perception types of online game and their related factors. The data was collected through the online survey from 485 parents. As a result, the parent's perception types of online game were classified as 4 types. Each perception type shows differences in an attitude and reaction to online game and gender. Next, this study employed a multinomial logistic regression model to examine variables influencing the parent's perception types of online game. The result shows that parent's gender, controlling parental style, and problematic communication have statistically significant effects on the parent's perception types of online game. This study holds its significance in considering the game use of children in the context of parent-child relationship by exploring the parent's perception of online game and its influencing variables.
A Study on the Archiving of Digital Games with Media Archaeological View
Lee, Jung Yeop ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 77~88
DOI : 10.7583/JKGS.2015.15.6.77
This paper made a comparative study on domestic and international game archives that preserve and study the history of games. Based on that, it suggests the structure to classify and build a database to establish a history museum of games. The objective to gather and preserve history of games is mainly in order to build a baseline for ludology studies, but not solely for that reason. This study proposes the series of procedures of gathering, preserving, classifying, displaying and referencing digital games according to the academic field of Media Archaeology.
The Study on motivation factors of G learning through contents analysis
Wi, Jong Hyun ; Wi, Yokyung ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 89~96
DOI : 10.7583/JKGS.2015.15.6.89
The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.
Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games
Yoo, Jong-Kun ; Kim, Youngsik ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 97~106
DOI : 10.7583/JKGS.2015.15.6.97
In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.
A Study on the Free-to-Play Model for Digital Games
Lee, Dong-Eun ; Lee, You-Ho ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 107~120
DOI : 10.7583/JKGS.2015.15.6.107
Free-to-Play of Digital Game became to be one of the largest profit business models because of its stable profit and ability to attract new players. However as the services that are provided gets diversified, some problem come up with mass imbalance in the gameplay experience. Therefore in this process to organize the concepts and features of the Free-to-Play and typing research depending on the acquisition method, durability, and function of revelation target. It was able to derive the three problems, which are inequality in the gameplay experience, economic imbalance in the game world, and player's breakaway. The goal of study is to explain by giving specific examples with these three problems and offer rational solutions. These kinds of study will give a lead on how the Free-to-Play model should be applied to the Korean game market.
Automatic Generation of Spot-the-difference Game Contents using Image Inpainting
Park, So-Hee ; Kim, Bo-Sung ; Park, Jong-Seung ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 121~130
DOI : 10.7583/JKGS.2015.15.6.121
In this paper, we propose a method to automatically create the contents for spot-the-difference games. A spot-the-difference game is the game that finds the differences such as removal of some objects in the image or changes of shapes and colors from the original image. The original purpose of the exemplar-based image inpainting technique is to remove unnecessary objects. We use the exemplar-based inpainting technique to make the spot-the-difference game contents. From our implementation and experiments, we showed the effectiveness of our automatic generation technique of spot-the-difference contents.
Game Character Growing System using Player Type Analysis based on Petri-Net
Lee, Sinku ; Kang, Minsu ; Lee, Sangjun ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 131~140
DOI : 10.7583/JKGS.2015.15.6.131
The character is one of most important interest-element in role playing game genres since it shows the individuality. In general cases, game players allocate points to talent clauses that they choose. However, it is not easy to provide the suitable character-growing to players in generic system since the cases are too simple and based on just humans choices. In this paper, we propose the character growing system based on the player type inference module. Growth morphology is determined by player's behavior or type. The determination is based on petri-net. Our experimental results and analysis show that our proposed approach is suitable for character-growing system.
Design and Implementation of the Alternative Reality Game using NFC Tags
Lee, Yeongha ; Khang, Seungwoo ; Baek, Seunghyuk ; Ha, Minho ; Lee, Sangjun ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 141~148
DOI : 10.7583/JKGS.2015.15.6.141
Most current games are composed of simple operations without a user's actual movements. because they are made up of only virtual space. For that reason, many side effects arise on a user's body and mind. The Alternative Reality Game(ARG) is new game genre that has an effect to mitigate side effects caused by activity on a virtual space. This new kind of game genre can be instrumental role in creating a greater social intimacy and a higher tendency to cooperate that potentially reaches beyond the game context. In this paper, we suggest a real implementation of ARG using mobile devices and NFC tags. In addition, a noble editor for creating an ARG and a game launcher based on mobile device are suggested.
Effect of Serious Games on Disability Player Performance by Ability Levels
Kwon, Jungmin ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 149~156
DOI : 10.7583/JKGS.2015.15.6.149
In this research, the effect of serious game on the task performance of adolescents with intellectual disabilities was investigated. A total of 31 students participated in a pre-post-with-control-group-design study. Results indicate that among the high-, moderate-, and low- ability students, the moderate-ability students gained the most from the game, in both speed and accuracy. From the results we can understand that game-based training has the most effect on the moderate level students. Also, the findings of this study show that serious games can be effective training tools for this population.
Types of Gameplay Mechanics in Human Computation Games
Jung, Jae-Eun ; Nam, Yang-Hee ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 157~170
DOI : 10.7583/JKGS.2015.15.6.157
A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.
Creation of Natural Terrain by Erosion Simulation
Han, Yeong-Deok ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 171~182
DOI : 10.7583/JKGS.2015.15.6.171
Existing hydraulic terrain erosion simulations mainly focus on small scale terrain deformations. In this paper, we propose a simulation method combining hydraulic terrain erosion and thermal erosion, by which a natural large scale terrain of mountainous regions with river networks can be created. For water movement we use the pipe model of shallow water simulation, and for the easy formation of watercourse we use velocity dependent erosion, also we apply thermal erosion for the formation of V-form slopes in the vicinity of stream lines. As a result, we can obtain good natural shaped terrains for certain ranges of
(sediment capacity constant) and
(velocity dependent erosion strength) values. Also we present improved thermal erosion method, and suggest a way to avoid problems caused by large
HTML5 Game Engine Mobile Game Development Technique Research -Focused on the Development case using Construct2 Engine-
Lee, Dae Hee ; Jeong, Eui Jun ;
Journal of Korea Game Society, volume 15, issue 6, 2015, Pages 183~190
DOI : 10.7583/JKGS.2015.15.6.183
Construct2 Game Engine is development by in United Kingdom production company Scirra. Construct 2 game engine to be used globally, the most excellent technical strength and visibility in the 2D game engine has grown to high engine. The game engine created by the 'Kongbin&Domino'. 'Kongbin&Domino' game, it began commercialization in the Google store and Apple's App Store. It advances the quality evaluation of the case of the production process and the game engine. Researched that can contribute to a better production. In the future, throughout the Research, it is to be contributed to the development of the game industry is conducting research to support the game development process which can be facilitated by the game content creation.