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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 9, Issue 6 - Dec 2009
Volume 9, Issue 5 - Oct 2009
Volume 9, Issue 4 - Aug 2009
Volume 9, Issue 3 - Jun 2009
Volume 9, Issue 2 - Apr 2009
Volume 9, Issue 1 - Feb 2009
Selecting the target year
A study on game narratives in a structuralism mythologic perspective
Kim, Dae-Jin ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 3~14
This study examines how game narratives are analyzed in a structuralism mythology and make theoretical bases which can explain game narratives, and finds out the meaning of myths in game narratives. Many studies on the relationship between games and myth have been researched. However, these are meaningful in terms of how myths are reflected on narratives as a hero narrative. This article investigated the relationships between game narratives and the theories of Levi-Strauss and Gilbert Durand who are structuralism mythologists. As a result, restructuring and synchronicity on the structuralism mythology can explain game narratives which are different from written language narrative, and myth, a spoken literature, is meaningful in that it restructures the forgotten orality in game narratives.
A Grip Type Korean Text Entry Interface for the Elderly
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 15~22
Our society is the information-oriented knowledge society which demands the ability how to use computers to all members of the society and is the aging society which the old people 60 or older exist plentifully. But in our society, there are rarely the computers for the old people which are considered their body limit. In this research, we proposed a grip type Hangul(Korean alphabet)interface which are designed under the consideration for the body limit of the old people. The comparison analysis of the proposed Hangul interface is accomplished with the keyboard(ME TOO SV01) for old persons and the key buttons of the old person cellular phone(LG KV-3900) as existing products. The comparison analysis consists of quantitative evaluation as measurements and qualitative evaluation as a survey of the satisfaction levels of 10 older persons. The results of the quantitative evaluation show that the proposed Hangul interface is the best one in the human-technology-design, the number of input buttons which requires moving of user's fingers, the maximum range of moving of user's fingers, and the number of the fingers to use text inputs. The survey results of the satisfaction levels show that interface shape, and input button's positions have best levels and they show that input button's gaps and ease of use have the second levels but their points are almost same with the best points of the keyboard.
An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game
Song, Seung-Keun ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 23~33
This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.
A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs
Noh, In-Shik ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 35~42
Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.
Virtual Economy Typology-Focus on Online Games
Yoo, Byung-Joon ; Do, Hyun-Myung ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 43~52
Online game is the most popular representative example of the fast growing virtual world. Also, influence of interaction between virtual and real world is getting greater, and much discussion about virtual world and economy. However, it is often overlooked that the types of virtual economy can be very diverse depending on conditions of social and legal environment and policies of companies. Therefore, the influence of interactions between virtual world and real world is not managed by government and companies properly enough. We propose that virtual world is a system which has six types of agents and five types of transactions. Then there are twenty-four combinations, and we illustrated four typical combinations among them to explain practical applications of our model. The purpose of our categorization is not only to help to understand characteristics but also to provide insights for management and improvement for virtual worlds.
A Study on Typology and Narrative function of NPC in MMORPG
Han, Hye-Won ; Son, Hyeong-Jeon ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 53~66
The purpose of this study is to show typology of Non Player Character(NPCs) and to look out what narrative functions of NPCs are served in Massively Multi-player Online Role-Playing Game(MMORPG). As the relationship with player characters and the propensity of actions, NPCs are classified 4types; passive helper, active helper, passive antagonist, active antagonist. Each type performs different functions of game narrative. Especially passive helper functions as a essential glue of movement in game world and makes the chain of quest narratives. Active antagonist functions as the cause of space perspective and creates dramatic effect of game narrative. Those functions make spacial, dimensional and extensible game narrative.
Gameplay as a Semiotic Interpretation
Lyou, Chul-Gyun ; Cho, Sung-Hee ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 67~75
The aim of this paper is to find out semiotic interpretation in digital gameplay and define layers of meaning which is provided by a game designer and a player. The primary author of the digital game is a game designer; however, to accomplish the whole meaning of the digital game, there must be a player's action. In digital games, the game designer leads to player's action and the player progresses the game at her desire. During the gameplay, each of the intention clashes and coincides through the semiotic interpretation. It can be classified under five sections that represent the game designer, the player and the game text.
A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience
Choi, Dong-Seong ; Kim, Jin-Woo ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 77~86
According to the research, Personal Interaction is defined that players are solving several problem to achieve goals. And if Personal Interaction is effectively done, players can get optimal experience as fun. This study analyze what kinds of extrinsic and intrinsic reward affect player's flow experience. In the result of this study, the state of flow was felt when players were aware of opportunities for personal interaction. And the personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance.
A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience of the Game playing
Choi, Dong-Seong ; Kim, Jin-Woo ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 87~96
According to the Flow Theory, when the perceived level of Challenges of player and his skill are high, he is able to experience the flow state. What does the skill mean in the Flow Theory? This study suggests that the self-efficacy of the actor should be concerned to understand the perceived level of actor's skill in relation to the level of Challenges and his personal characteristics. This study hypothesizes the equity-distribution of extrinsic reward and the positive reputation influence the player's self-efficacy, and his self-efficacy affect the flow experience. This hypothesis is confirmed by the structure equation model test. This result can serve to understand skill related on the flow theory, and what factors players to get flow experience are given by.
An Effective Cloth Rendering using Internal Scatter Function
Park, Sun-Yong ; Chun, Young-Jae ; Oh, Kyoung-Su ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 97~105
In this paper, we propose a new rendering scheme of cloth by measuring light-scattering pattern inside the cloth and reproducing using the pattern. To date, the BTF(Bidirectional Texture Function) has been one of the most appropriate method to realistically reconstruct cloth surface. However, the BTF has a couple of defects that it ultimately requires an infinite amount of data and all light effects should be used all together. We noted that internal scattering has a decisive contribution to the reality of cloth. Following this observation, we take an image of a ray of light scattering inside cloth for every position of the cloth sample and determine each pixel value by adding up all light influences arriving from its vicinity. Our method we propose in this paper provides a clue to more realistically represent cloth-like materials, which is one of the most challenging materials to express, by enabling each ray to be controlled individually.
A Study on the Factors of Individual Acceptance for Online Game
Yoon, Gun-Woo ; Kim, Won-Joon ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 107~119
Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.
Development of Personal Training System Using Functional Game for Rehabilitation Training
Ryu, Wan-Seok ; Kang, Han-Soo ; Kim, Hyu-Jeong ; Lim, Chang-Joo ; Chung, Sung-Taek ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 121~128
In this paper, we have developed the balance board with electronic devices to use in various fields of remedial and physical balance exercise with interesting game and the functional game. Rehabilitation training using a funny game will be effective for patient's rehabilitation training. A Personal training system uses a balance board with an acceleration sensor and the game controlled by physical balance. To evaluate the operation of the developed system, we developed rehabilitation training game. The proposed game can be applicable to rehabilitation and balance training, and suggested game interface method could use a commercial game with various function through our emulator.
A Study on the Development of an Distributed Tabletop System Game Using EBITA Framework
Kim, Min-Young ; Cho, Yong-Joo ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 129~138
In this research, a new tabletop system is developed to provide a high resolution display by using multiple displays and computers connected through networks, based on a master/slave architecture. This distributed tabletop system is built to be scalable by just adding slave computers and monitors without modifying any software. Moreover, a EBITA (Environment for Building Interactive Tangible Applications) framework is developed to support constructing interactive games running on this scalable tabletop platforms. EBITA framework consists of the tangible interface module based on the infrared camera tracking system, and the modules that allow easy development of the graphical programs on a distributed environment. This paper describes the tangible interface based on the camera tracking system and EBITA framework. It also introduces a game built with the EBITA framework.
An Interactive Knowledge-based Planning System
Jeon, Hyoung-Bae ; Han, Eun-Ji ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 9, issue 3, 2009, Pages 139~150
This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').