간행물

한국컴퓨터게임학회 논문지 KCI 등재 Journal of The Korean Society for Computer Game

권호리스트/논문검색
이 간행물 논문 검색

권호

제38권 제2호 (2025년 6월) 9

1.
2025.06 구독 인증기관 무료, 개인회원 유료
This study applies Latent Dirichlet Allocation (LDA) and Word2Vec-based semantic network analysis to explore the elements that contribute to the perception of Animal Crossing: New Horizons as a healing game. User comments were collected, with LDA used to extract latent topics and Word2Vec to analyze semantic associations among key terms. The analysis identified major themes such as gameplay immersion, resource crafting and settlement activities, emotional satisfaction, restoration of daily rhythms, and formation of social relationships. Word2Vec further revealed detailed emotional experiences and activity contexts around key terms like island, craft, relaxing, time, and people. The integrated findings confirmed that Animal Crossing fosters psychological stability and healing experiences across both structural (e.g., spatial creation, task routines) and emotional (e.g., relaxation, social bonding) dimensions. This study also highlights how LDA and Word2Vec can be complementarily applied to user-generated text analysis, demonstrating the methodological potential for expanding natural language processing-based approaches in game user experience research.
4,200원
2.
2025.06 구독 인증기관 무료, 개인회원 유료
In relation to studying board games, rather than studying web board games, there are some things and problems that try to use this bouncing and facts, and the distinction between web board games is distorted, and problems such as games and immersion occur along with gambling processing, and despite the efforts of related organizations, there are cases where this is used, and it is a web situation that requires examining the results and establishing an effective degree. Based on the current status of the domestic web board game industry, this paper proposes realistic measures to reduce illegal use, so that illegal activities can be reduced in the long term. In addition, the establishment of measures to prevent illegal use of web board games will focus on countermeasures for each type of illegal use, and propose measures to prevent illegal use of web board games. The most important thing is that game users should not hope for luck or think of making a profit through illegal means before participating in the game. As adults, they are primarily responsible for their own actions and are not protected against illegal use. Game users should first have a mature awareness of game use. Based on the results of this study, future discussions should be held on research on more effective policies to prevent illegal use of web board games that can protect game users, as well as on ways to improve self-regulation that can replace legal regulations.
4,200원
3.
2025.06 구독 인증기관 무료, 개인회원 유료
This study structurally analyzes the algorithmic filtering process by which generative AI images are either selected or discarded before reaching users, and models this process through a visual similarity–based simulation. Images generated by Stable Diffusion are placed on a two-dimensional grid, and a modified version of Conway’s Game of Life algorithm is applied to update the state of each cell. The survival of each cell is determined based on a hybrid visual similarity metric combining CLIP and LPIPS. To prevent the rigidity of the simulation and sustain emergent dynamics, random image injections are periodically introduced. The simulation results reveal that visually similar images repeatedly form clusters, and a visual order gradually converges toward a structurally stabilized state. This suggests that specific visual orders can emerge solely from algorithmic selection criteria, independent of human interpretation. By shifting focus from semantic or symbolic analysis to the experimental conditions for the existence and persistence of images, this study proposes a new analytical perspective for understanding digital image environments.
5,100원
4.
2025.06 구독 인증기관 무료, 개인회원 유료
This study analyzes the terminological system and hierarchical structure of media art field, centering on the concept of 'Playable Art'. It explores how various media art terms that emerged with the development of digital technology are hierarchized and form interrelationships, particularly examining the position of interactivity and playability in contemporary art discourse. The research findings reveal that media art terminology forms a complex hierarchical structure based on technological media, interaction methods, and artistic intentions, with Playable Art functioning as a core concept that redefines the boundaries between games and art within this structure.
4,000원
5.
2025.06 구독 인증기관 무료, 개인회원 유료
While the game industry is stagnating due to the limitations of its business model, high-quality storytelling is being considered as an alternative, and generative AI has made it possible to create storytelling. In this study, I propose a methodology for webtoon gamification, a collaboration between webtoon and game, to apply AI-based storytelling in practice. The player experience (Player eXperience, PX) in gamification is an experience befitting the player as an active agent, and the main beneficiaries of gamification, such as users, customers, guests, audiences, learners, and gamers, are proposed as ‘players’[1,2], which includes webtoon readers. This study proposes a webtoon gamification and webtoon×game collaboration type that enhances the format and expression of webtoons and the reader's experience, and also presents the commands (AI Story_Prompt) required for efficient AI storytelling, and studies the direction of convergence production between webtoons and games.
4,000원
6.
2025.06 구독 인증기관 무료, 개인회원 유료
This study analyzes the fragmented landscape of global loot box regulations, which have emerged from a discourse predominantly focused on negative aspects such as gambling. The analysis reveals a variety of coexisting regulatory models—including prohibition under gambling law, mandatory disclosure, and self-regulation—that lack a unified standard and raise issues of practical effectiveness and reverse discrimination. Consequently, this paper argues for an urgent shift beyond a problem-solving approach toward balanced research that examines the positive functions of loot boxes for players and the industry ecosystem to inform rational policymaking.
4,000원
7.
2025.06 구독 인증기관 무료, 개인회원 유료
This study proposes a real-time content design pipeline optimized for Unreal Engine, integrating generative AI-based image creation with AI-assisted 3D modeling tools. The pipeline aims to streamline the production of high-quality assets for real-time applications, including games and simulations. Two types of subjects were selected: a bust combining organic character features, and a stone slab characterized by planar and symmetrical structure. Multi-angle image data were first synthesized using advanced generative AI models to simulate diverse viewpoints. These were then processed using AI-enhanced photogrammetry and modeling tools to reconstruct detailed 3D meshes and extract base textures. Post-processing steps, including mesh decimation, UV unwrapping, and texture baking, were performed to ensure compatibility with Physically Based Rendering (PBR) workflows used in Unreal Engine. The final assets were successfully imported into Unreal Engine, demonstrating visual fidelity and performance suitability in a real-time environment. The study confirms the pipeline’s potential for accelerating asset development and suggests promising future directions in AI-driven digital content creation.
4,000원
8.
2025.06 구독 인증기관 무료, 개인회원 유료
Media art has evolved significantly by integrating diverse technological advancements and expanding its conceptual boundaries. However, there remains a lack of standardized terminology to describe media art practices that explicitly incorporate regional contexts, social dynamics, and local cultural resources. This study aims to resolve this terminological ambiguity by proposing a comprehensive framework for defining and categorizing region-based media art practices. Drawing upon extensive literature review and analysis of both domestic and international case studies, this research identifies and defines key terms such as "region-based media art," "site-specific media art," "cultural archetype-based media art," "socially engaged media art," and "public media art." Each term is systematically outlined with distinct conceptual boundaries and characteristics, while acknowledging the interrelations and potential overlaps among them. This framework seeks to provide a clearer understanding and language for diverse media art practices grounded in place, community, and cultural specificity.
4,000원
9.
2025.06 구독 인증기관 무료, 개인회원 유료
This study aims to enhance kiosk accessibility for digitally vulnerable users by designing and implementing a new type of kiosk interface that integrates AI-based motion and speech recognition technologies with gamification elements. Users can explore functions without touch using hand gestures and naturally learn how to operate the system through immersive interactions with mini-games. To evaluate the system’s effectiveness, a Focus Group Interview (FGI) was conducted with older adults, and a heuristic evaluation was carried out with UI/UX experts. The results showed that the proposed interface effectively lowered entry barriers and encouraged repeated use. However, some improvements were identified in visual guidance elements. This study goes beyond conventional UI improvements and serves as an experimental attempt to innovate kiosk user experience through AI technologies and gamified design.
4,000원