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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 5, Issue 4 - Dec 2005
Volume 5, Issue 3 - Sep 2005
Volume 5, Issue 2 - Jun 2005
Volume 5, Issue 1 - Mar 2005
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Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character
Kim, Kyoung-Nam ; Lee, Myoun-Jae ;
Journal of Korea Game Society, volume 5, issue 4, 2005, Pages 3~12
Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.
The effects of economy education through MMORPG
Wi, John-H. ; Oh, Na-Ra ; Kim, Yang-Eun ;
Journal of Korea Game Society, volume 5, issue 4, 2005, Pages 13~22
The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.
Implementation of NPC server for adaptive Al in online game
Mun, Sung-Won ; Han, Sung-Ho ;
Journal of Korea Game Society, volume 5, issue 4, 2005, Pages 23~32
This paper introduces environment analysis way to improve the game AI. The way of environment analysis can provide game user the more reality than generally used AI patterns. This paper suggests the way to make die NPC patterns variously. To realize this theory we designed the organization of NPC server newly, and also accomplished the experiment of NPC server simulation test to get the performance applied in real situation.
A Probability based Message Synchronization Mechanisms for Massively Multi-Player Online Game
Yun, Chung-Ha ; Paik, Du-Won ;
Journal of Korea Game Society, volume 5, issue 4, 2005, Pages 33~38
In the online game that thousands of participants connect to a game world by using Internet simultaneously, participants of the game world may have different hardwares and network environments, and messages of participants should be synchronization. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering features of the MMOFPS game and the probability of interaction among participants. We implement the proposed method and perform experiments for the performance evaluation.
A Study on MCTF Management System for Making Korean AWP Industry Active and sound
Lee, Eun-Joo ; Kim, Dong-Hyun ;
Journal of Korea Game Society, volume 5, issue 4, 2005, Pages 39~48
The gift coupon system was introduced in the AWP(Amusement With Prize) Game Industry in February 2002 to revitalize the sluggish domestic game industry and establish the cultural industry base. Today, however, speculations regarding these coupons are fast becoming a serious social issue. Therefore, this study proposes the establishment of the MCTF Management System as a possible solution to the analysis and resolution of the problem of gift coupons aimed at promoting the AWP Game Industry and ensuring its soundness as well as bridging the gap between the domestic and international game markets in terms of the industrial structure; thus securing global competitiveness. Unlike any other measure taken to date to prevent speculations, the MCTF Management System can eradicate problems related to coupons offered for free in the AWP Game Industry. This strategic system consists of Merchandise Coupon Management, Central Management, Tripartite Guarantee Management, and Fund Management System. Finally, this system is expected to help root out the problems related to gift coupons.