• Title/Summary/Keyword: Gaming Genre

Search Result 8, Processing Time 0.028 seconds

Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.147-155
    • /
    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.12
    • /
    • pp.425-439
    • /
    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.35-44
    • /
    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.8
    • /
    • pp.280-284
    • /
    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
    • /
    • v.9 no.5
    • /
    • pp.619-623
    • /
    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
    • /
    • v.10 no.2
    • /
    • pp.279-286
    • /
    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

Study on development of the game content based on the Android (안드로이드를 기반으로 하는 게임 콘텐츠 개발에 대한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
    • /
    • v.17 no.2
    • /
    • pp.105-109
    • /
    • 2016
  • This paper is to review from a developer's perspective about the relationship between game development and the convergence of several disciplines during the game development. As the popularity of smart phones is accelerating mobile gaming it is becoming an area where various types of games that appeal to all ages of users. In this study, the production of a new genre of mobile games that can be enjoyed by all ages apart an existing generalized game and will be described an experience for them. The games built on the game plan, the planning information through the process of creating the actual game. At the same time, it studies on the relationship between each process by several studies.

Development of 2D Platformer Game with an Emphasis on Achievement Systems (업적 시스템을 강조한 2D 플랫포머 게임 개발)

  • Jeong-Won Nam;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.207-213
    • /
    • 2023
  • Achievement systems have proliferated so quickly in gaming that it's hard to find a game that doesn't have them. However, their introduction has come with a number of drawbacks, including a lack of sense of accomplishment and immersion, and a lack of difficulty setting. There is a genre of achievement games that have managed to turn the downsides of achievement systems into unique features of their games, but they are dwindling in number. In this situation, we developed 'Achievement Run', an achievement game that can meet the needs of achievement enthusiasts by fixing the shortcomings of existing games. This paper introduces the development process of a new achievement game called 'Achievement Run' and conducts in-depth interviews with gamers to find out what kind of experience it provides, and concludes that the game's achievement system provides a generally positive player experience. Therefore, this paper will provide useful guidance not only for achievement-oriented game enthusiasts, but also for game development in general.