• Title/Summary/Keyword: Game contents

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Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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A Study on Correlation between Console Game Controller and Game Contents (콘솔 게임용 조작도구와 게임 콘텐츠 구성의 상관관계 연구)

  • Han, Hye-Won;Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.61-72
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    • 2011
  • In console game, controller is important medium that connects the users and contents. And technical advance and rising demand for console game controller allows it to change the game contents. This study analyses differences between classic controller and Wii controller from a structuralist approach, especially metaphor and metonymy. Also this study analyses correlation between console game controller and game contents. Since diversification of console game controller is predicted, it's significant to study correlation between console game platform and contents.

The Weight of Game Factor of Game Contents Costing (게임요소의 규모가중치 기준 연구)

  • Im, Deuk-Su;Lee, Tae-Ho
    • Journal of Digital Convergence
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    • v.4 no.1
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    • pp.9-16
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    • 2006
  • Function Point(FP) is well spread and advanced methodology in software costing. But FP is not common in game contents costing. It is one reason that Game Contents is a new area in software costing. And, ISO/IEC FDIS 19761(final draft) recommends not to use FP method in game contents costing. So we suggested new methodology in that area which is called Game Factor Point Method(GFPM). In this paper, we studied more about the weight of the game factor. We hope this will clarify them. We made definition of game factor, and studied more detail about Mission which was a little ambiguous in prior study. We also studied difficulties of game factor which will be a very important factor in game contents costing.

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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A Study on Factors to Influence the Reuse Intention of the Online Game Contents Service (온라인 게임 컨텐츠 서비스 재이용 의도에 미치는 요인에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.79-92
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    • 2009
  • Domestic on-line game market is growing quickly, but game company doesn't grasp trial of users, and it is bent on to the contents service supply that it was lumped together only. If cannot reflect mind of a user to game contents service, decrease of the existing customer and influx of a new customer is difficult as a loyalty duty of company is decreasingly market share drops, and this is large to company sales will beat it. I will present marketing strategy regarding game contents service of game companys in this study as detecting factors to affect to reuse intention of on-line game users.

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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

A Study on the Game Marketing Strategy Using Internet Broadcasting (인터넷 방송을 이용한 게임 마케팅 전략에 관한 연구)

  • Han, Kyung-Hun;Kim, Woo-Young;Park, Ji-Hoon;Park, Hyun-Sik;In, Ha-Rang;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.66-68
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    • 2017
  • 본 논문에서는 한화 109조 원을 돌파하는 전 세계 게임 시장에서 매출의 중요성에 대해 제시한다. 게임을 홍보할 수 있는 수단인 인터넷 방송과 게임 구매를 결합시킨 ESD 방식에 대한 조사 내용 및 분석한 결과도 제시한다. 이전에 존재하지 않았던 구매방식으로 사용자가 더욱 편리한 방법으로 게임을 구매하여 게임의 판매 수익을 증대시키고 인터넷 방송과 스트리머의 효율성을 높여 게임 개발사, 유통사, 스트리머, 사용자 모두 상부상조하여 부가가치까지 얻을 수 있는 방법도 함께 제시한다.

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