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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 8, Issue 4 - Nov 2008
Volume 8, Issue 3 - Aug 2008
Volume 8, Issue 2 - May 2008
Volume 8, Issue 1 - Feb 2008
Selecting the target year
Classifying Digital Game Genres
Lee, Sul-Hi ; Kwon, Min-Seok ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 3~14
Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.
A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly
Cho, Dong-Min ; Jung, Sung-Hwan ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 15~22
Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.
On the Estimation of Satisfaction Distribution for Game Factors
Yum, Joon-Keun ; Ham, Hyung-Bum ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 23~30
To strengthen the competitiveness of the game industry, one needs to develope a tool for evaluation of the satisfaction level of the game users, which leads to the improvement of the quality of games and increment of the amount of game trade. In this study, we developed factors to measure the satisfaction level and estimate their distributional properties. For the purpose, using a survey data for RPG games, we discussed several aspects for normalization of score distribution for satisfaction factors and estimated their density function by use of parametric density estimation of SAS/INSIGHT. We believe that the proposed results help us to predict or estimate the satisfaction level of newly developed games as well as the current popular games.
A Study on the Curriculum Development for Professional Counselors who Engaged in Juveniles' Addiction to Computer Game
Yoon, Hyung-Sup ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 31~41
Approximately 95.6% of Korean young people use internet and 82.5% among them experienced online games. 47% of internet users is aim to access online games. Even more 10.6% of students suffer from online game addiction. Even though they are aware of online game addiction problem, most of students and their parents is unable to receive proper help from counselors by lack of professional counselors for game addiction. Moreover, most of the on-site counselors for game addiction needs professional training courses and want to participates in that courses. To solve the problem, this paper found out the needs of them through the survey of students, parents, and on-site counselor's needs and will propose new training curriculum for professional counselors. The results of this study would be available to train professionals for game addiction counseling and could help students who suffer from game addiction. Ultimately korean young people will play online games healthy.
A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface -
Lee, Dae-Young ; Sung, Jung-Hawn ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 43~50
UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.
Perspectives of Game in Terms of Interactivity between Game Texts and Players
Kihl, Tae-Suk ; Chang, Jun-O ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 51~59
This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.
GPU-based Adaptive LOD control for Quadtree-Based Terrain Rendering
Choi, In-Ji ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 61~68
Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow in comparison to methods using GPU. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, error-texture and LOD-texture, and block-based acceleration method. In preprocessing step, we calculate errors in world space and store them to error-texture. In rendering step, we examine projected errors of error-texture and choose the detail level, then store the projected errors to LOD-texture. View frustum culling is performed as block unit using the values of error-texture and LOD-texture. This method reduces CPU load and performs time consuming jobs such as LOD selection and view frustum culling.
An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System
Han, Eun-Ho ; Hong, Hyun-Ki ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 69~76
This paper presents a novel rendering algorithm based on sperical coordinate representation of the object. The vertices of the object are transformed into the sperical coordinate system, and we construct additional maps: the centroid and index of the triangle, the memory access table. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account of the only visible vertices by examining the visible triangles of the object. Simulation results demonstrated that the proposed method achieve an efficient rendering performace.
Intelligent AI Technique Adaptive for Online Game Using Fuzzy Extension Principle
Mun, Sung-Won ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 77~85
In the current online game field, many studies on the realization of AI have been carried out. It is, however, very hard to apply smart AI to the online games due to the limited use of resources. The Fuzzy extension method this thesis presents is suitable to online games because it causes less loads in the system and makes it possible to realize more human-like AI. To realize this kind of AI, this paper suggests AI system design methods suitable to fuzzy-based online game and presents practical plans to apply them through the produced demos.
An Efficient Flocking Behaviors for Large Flocks by Using Representative Boid
Lee, Jae-Moon ;
Journal of Korea Game Society, volume 8, issue 3, 2008, Pages 87~95
This paper proposes an algorithm for efficient behaviors of boids which freely move and have no predefined position. By finding the kNN and computing the value of behavioral characteristic of a boid approximately, the proposed algorithm improves the conventional spatial partitioning one. To do this, this paper defines and uses the representative boid which has the average direction and position for a group of boids. The proposed algorithm was implemented and compared with the conventional one experimentally. The results of the experimental comparisons show that the proposed algorithm outperforms the conventional one about
in terms of the ratio of the number of rendering frames per the second.