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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
Suggesting an English Teaching Method by Utilizing the MMORPG: Focused on Goonzu Global
Jeong, Dong-Bin ; Won, Eun-Sok ; Kim, Hyun-Jung ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 3~16
This study tried to look into various linguistic elements of MMORPG and suggested teaching methods to be applied in teaching and learning English. To support this idea, diverse attributes of CALL applications were investigated and suggested suitable position of MMORPG in technological stream of CALL. After that, focusing on 'Goonzu Global', the linguistic environment of MMORPG was considered. Based on aforementioned results, this study proposed an effective method to utilize MMORPG in teaching English adopting three teaching methods; collaborative method, task-based learning and problem-based learning.
The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games
Lee, In-Sun ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 17~27
This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.
A Study on Effective Revenue Model for Virtual World - Focusing on Payment Method of In-Game Assets in Social Virtual World
Kim, Ha-Jung ; Oh, Gyu-Hwan ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 29~43
The virtual world is a cyber gaming space where a player interacts with others through their avatars. It is now mainly developed in foreign countries including USA, Canada, and Europe and many experts say that the market capacity of virtual world will be continually expanded in worldwide. The virtual world will mostly be made such that a user accesses the world for free and pays for in-game activities. But it is hardly that we find the effective methodology of payment system for such virtual world due to its' short development history. In the case of Korea, various payment methods of selling in-game assets have been tested in online games. The paper propose an effective revenue model for social virtual world focused on selling in-game assets. The guideline of the proposed revenue model will be expected to contribute creating revenue focused on selling in-game assets, effectively for social virtual world.
Narrative Structure in "World of Warcraft"
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 45~53
This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.
Research on control 'Jump' of 3D MMORPG
Bae, Sung-Han ; Kim, Myoung-Ho ; Lee, Myoung-Hwak ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 55~63
'Jump' control is one of several game controls using mainly in 2D game, and 'Jump' control is also very important in 3D game that has been developed steadily due to the advance of programing technology. 3D MMORPG among some kinds of 3D games is the most popular as on-line game in domestic game market these days. This study will give domestic game developers ideas and solutions through analyzing and testing problems caused by applying 'Jump' control technique as control interface of 3D MMORPG game.
Development of Edutainment platform for Developmental Disability Children
Kim, Jung-Eun ; Choi, Ei-Kyu ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 65~73
In this paper, we designed and implemented edutainment platform that can be effectively applied to developmental disabilities for their education and treatment of sensibility and intelligence training. We developed embedded hardware and contents authoring tool to make multimedia contents operated on the hardware, a management tool to provide result of training, and a real-time monitoring tool for observing the state of study. The hardware is designed by considering the characteristics of developmental disabilities and provides visual, auditory and tactile sense to assist sensibility training for their attention. User-friendly and easy-to-use authoring tool enable teachers and non-specialist to make educational contents. Also the real-time monitoring tool make us to observe user's status even in the outside of classroom. The management tool stores result of training and make us to review the result for further steps. Using this edutainment platform, efficient repetitive training is possible without restriction of time and location. Also when it applied to practical education, we can recognize that our system is effective on improving the ability of attention and studying.
The Framework Design for Expansion in UCG Authoring Tool
Sung, Yun-Sick ; Cho, Kyung-Eun ; Um, Ky-Hyun ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 75~85
For the activation and wide distribution of User Created Contents (UCC) sites have diversified user-created possibilities. Among these contents, User Created Game (UCG) sites are places where users can create and share their game contents with others. The method of UCG development can be classified into two categories according to the uses' level of professionalism. First, the method of using the authoring tools is suggested for those unfamiliar with the development or creation of contents. Although the authoring tool is easy to use, there are many functional limitations. Second, development using program languages is suggested for trained advanced users but has the limitation of a prolonged development period. This paper proposes a new method, generating the script which will expand the current functional limitations entailed behind the authoring tools used by first time and less trained users. In order to verify the proposed method in a real UCG development environment, a framework encompassing GUI, script generating function and program source generating function were constructed.
An Efficient Skinned-Mesh Process For Mobile 3D Game Engine
Cho, Jong-Keun ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 87~93
The game engine has executed an application after making a mobile 3D game engine which is based on mobile 3D standard graphic API using openGL-ES so far. But, We could not do it satisfactorily that contents compatibility of various types as a various low-level's function is supported. At this point, This study introduce a mobile 3D game engine which is based on mobile 3D standard graphic API using JSR-184 that supporting a high-level's API more than openGL-ES and optimizing to Java environment on J2ME in the center of GSM phone. Also, We shows that the proposed skinned-mesh scheme for enhancing the process speed of a 3D object on JSR-184 engine. The experimental results are shown.
Creating Personality and Behavior of NPC Using Probability Distribution
Min, Kyung-Hyun ; Lee, Chang-Sook ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 95~105
In virtual games, Non-Playing Character(NPC)s as game elements tend to frequently communicate with game players. Although the artificial-intelligence (AI) algorithm widely used for games has been greatly developed, basic roles of NPCs have remained on the same. In a life game whose goal is to observe the actions and behaviors of the human-like NPCs, for example, their straightahead actions cause boredom. Actually, NPCs fail to display their various expressions that are characterized by humans. To make NPCs act like humans, several characters with a greater variety of characteristics need to be created. this paper proposes how NPCs both express the wide range of emotions using probability distribution and react based on their different characteristics. To verify the change of NPC actions, personalities were assigned according to the probability distribution and this algorithm was applied to a 3D game to validate the method suggested in this paper.
A Study on the Multilingual Speech Recognition for On-line International Game
Kim, Suk-Dong ; Kang, Heung-Soon ; Woo, In-Sung ; Shin, Chwa-Cheul ; Yoon, Chun-Duk ;
Journal of Korea Game Society, volume 8, issue 4, 2008, Pages 107~114
The requests for speech-recognition for multi-language in field of game and the necessity of multi-language system, which expresses one phonetic model from many different kind of language phonetics, has been increased in field of game industry. Here upon, the research regarding development of multi-national language system which can express speeches, that is consist of various different languages, into only one lexical model is needed. In this paper is basic research for establishing integrated system from multi-language lexical model, and it shows the system which recognize Korean and English speeches into IPA(International Phonetic Alphabet). We focused on finding the IPA model which is satisfied with Korean and English phoneme one simutaneously. As a result, we could get the 90.62% of Korean speech-recognition rate, also 91.71% of English speech-recognition rate.