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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 4, Issue 4 - Dec 2004
Volume 4, Issue 3 - Sep 2004
Volume 4, Issue 2 - Jun 2004
Volume 4, Issue 1 - Mar 2004
Selecting the target year
A Study on Composition Factor of Online Game Community using Case Analysis of Cyworld
Lee, Myoun-Jae ; Kim, Kyoung-Nam ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 3~13
On today, online community that is irrespective to geometrical area and time has been appeared by information technology and development of internet. It has been significant decision method of a personal and company. And online community is variously classified by it's purpose. Among online community, online game community is be roughly classed as community in online game and community in related online game. Community in related online game community is means for interchanging informations using e-mail, bulletin board, so as on. These information contain game playing, game contents so as on. And community in online game is implemented as team, item exchange, chatting etc. Importance of community in online game and community in related online game have been increased. But online game community is not distinguished, comparing with importance of it. So, in this paper, we study on the case analysis of cyworld's community that developed characteristic community. Cyworld community is suitable for new generation and korean life style, method of adaption online game. This paper should be profitable for community in re lated online game, community company to planning, developing a characteristic community.
A Comparative Case Study on Game Characteristic of MMORPG
Lee, Myoun-Jae ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 14~25
Currently in South Korea, the online game market brings in revenues of around 4,522 hundred billion Won. Thus, it becomes obvious that the number of online gamers has been increasing over the years and will probably continue to increase. Often times, the success of online games is determined by the characteristics of the game. This includes anything from the action to the plot and story development of the game. This is a crucial element in determining how interested a gamer will be in the game, which in turn can also lead to more effective technology development and cost investment in the overall game market. Research is being conducted by 'Mu', 'Ragnarok' and 'Laghaim', on the game characteristics of successful MMORPG online games. 'Mu's' target research are females, while 'Ragnarok' and 'Laghaim' are targeting the male gamer. This study will aid game companies in developing more games with successful game characteristics that are attractive to garners.
The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games
Lee, Ji-Won ; Cho, Sam-Ha ; Kyung, Byung-Pyo ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 26~33
OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.
The Demand Forecasting of Game Products by Bass Model
Lee, Ji-Hun ; Jung, Heon-Soo ; Kim, Hyoung-Gil ; Jang, Chang-Ik ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 34~40
This study introduces and empirically test the validity of Bass model that helps demand forecasting of new game products. The application of Bass model to new game products show that Bass model predicts the demand of new game accurately. In particular, it showed very good predictability of on-line game products.
The successful advance strategy through chinese online game market pertinent data analysis
Lee, Ji-Won ; Seo, Mi-Ra ; Kyung, Byung-Pyo ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 41~49
Domestic On-line game market becomes keen competition gradually. So, work which advance into the new market is very important work which it takes future of Korean on-line industry. Recently, Chinese on-line game population is soaring by development of on-line infrastructure and elevation of the Intern et speed. Also, growth of China economy improved purchasing power. So, international market is desiring China market. Because China on-line game market has High potential energy, no one is opposed to truth that China market's advance gives opportunity of great success. So, this China market's charm advanced many domestic companies to China market. Also, many domestic companies are preparing for China advance. However, we did not understand perfectly circumstance of China market, and advanced impatiently without thorough preparation. So, occasion that the latest domestic companies fail greatly is increasing. Finally, we can know that China market's advance is difficulty. Therefore, we must analyze circumstance of China game market systematically, and do thoroughpreparation and preparatory audit that is enough with wider visual field. So, we must think investment about the future more than that think in a short time profit.
The Study of Similarity Measure on O-Line Game Software
Kim, Jin-Yong ; Kim, Jin-Uk ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 50~57
The copyright against the game which is successful to a performance, is increasing rapidly. The compute r game is sensitive to a popularity. Game from the hazard which it develops short time, the expense which is cheap, about lower the dispute with a copyright, a reproduction and the ticket paragraph increases with the insufficient back of technical power. It analyzes the quality of the tools comparison it will be able to analyze the source codes from the dissertation which it sees. It analyzed the game source code and against the method which produces the original program and the reproduction degree of reproduction program for it researched. The method which produces a reproduction degree game feature following function shares a module especially. After from each module separating a file in file structure, source pro gram and data structure form, it calculates a similarity measure. It followed in important degree of each function and weight it let and the fixed quantity reproduction degree of full game program it produced.
Reductions of State Space for Solving Games
Lee, Tae-Hoon ; Kwon, Gi-Hwon ;
Journal of Korea Game Society, volume 4, issue 1, 2004, Pages 58~66
This paper uses counterexamples for solving reachability games. An objective. of the game we consider here is to find out a minimal path from an initial state to the goal state. We represent initial states and game rules as finite state model and the goal state as temporal logic formula. Then, model checking is used to determine whether the model satisfies the formula. In case the model does not satisfy the formula, model checking generates a counterexample that shows how to reach the goal state from an initial state. In this way, we solve many of small-sized Push Push games. However, we cannot handle larger-sized games due to the state explosion problem. To mitigate the problem, abstraction is used to reduce the state space to be che cked. As a result, unsolved games are solved with the abstraction technique we propose inthis paper.