간행물

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

권호리스트/논문검색
이 간행물 논문 검색

권호

제38권 제3호 (2025년 7월) 7

1.
2025.07 구독 인증기관 무료, 개인회원 유료
This study was conducted to quantitatively verify whether payment motives and usage patterns differ according to the motivations of users of mobile character-collecting games. For this purpose, three user types were derived based on game motivation profiles tailored to mobile character-collecting games: Cluster 1 (Communicators), Cluster 2 (Character Collectors), and Cluster 3 (Competitors). It was confirmed that each cluster was mutually exclusive and exhibited different payment motives and usage patterns. These findings emphasize the value of a motivation-based segmentation strategy in understanding the behavior of mobile game users. Furthermore, based on the results of this study, game developers and publishers can more sophisticatedly tailor game content, monetization strategies, and marketing campaigns based on users' motivational profiles, rather than relying on simple demographic variables. Future research needs to expand the diversity of the sample by including a wider age range and considering a balanced gender distribution. Additionally, to gain a more in-depth understanding of the temporal changes in user motivation, future studies should explore potential causal relationships through a longitudinal research design.
4,300원
2.
2025.07 구독 인증기관 무료, 개인회원 유료
This study explores the concept of screen-performance as a sensory and performative interface in interactive media content. Moving beyond the traditional notion of the screen as a passive display, it examines how screens can function as spatial, real-time systems that engage users’ bodies and perceptions. Based on theoretical research on screen media and performativity, the paper analyzes two original media artworks—Light, Movement of Boundaries and Boundaries: Coexistence—as case studies. These works demonstrate how screen-based installations can incorporate sensor feedback, adaptive visuals, and embodied participation. The findings suggest that screen-performance offers a meaningful framework for designing immersive user experiences in media art, interactive installations, and game environments.
4,200원
3.
2025.07 구독 인증기관 무료, 개인회원 유료
This study compares the performance of various convolutional neural network (CNN) models for building an automated deep learning-based letter screening system targeting letters received by inmates in correctional institutions. The models evaluated include well-known architectures such as MobileNet, ResNet, and Inception, as well as recently proposed lightweight models such as ResMobileNet and IGSe, along with GroupConv and SE. Each model was trained on image data containing the Korean word for "knife" ("칼") to assess performance in terms of accuracy, processing time, and model compactness. A total of 1,197 letter image samples were used in the experiment, including 1,140 images with normal words and 57 images containing the target word. The experimental results showed that the MobileNet model had the shortest processing time, making it suitable for real-time applications, while the IGSe model achieved the highest accuracy, demonstrating optimal performance for letter screening tasks. This study suggests that deep learning-based screening techniques can be effectively applied to enhance digital security in the management of inmate correspondence within correctional institutions.
4,300원
4.
2025.07 구독 인증기관·개인회원 무료
This study aims to explore the creative and technological significance of applying real-time motion capture data to XR (Extended Reality)-based multidisciplinary performances. By analyzing the case of the performance All About Error, which integrated real-time captured movements of dancers with audiovisual content delivered on a media wall (LED screen), the research investigates both the potential and the limitations of creating nonlinear, interactive stage environments. The methodology combines a review of prior XR production cases with an in-depth analysis of the actual production process of the performance. The findings demonstrate that the convergence of technology and art in multidisciplinary performances advances beyond traditional unidirectional and linear formats, fostering bidirectional and multidimensional performances that respond in real time to the performers’ movements. This evolution promotes expanded visual communication and discourse between performers and audiences, illustrating the creative potential to redefine the boundaries of live art. Utilizing real-time motion data on stage not only maximizes audience immersion and active participation but also suggests that real-time, interactive technologies in digital media art can expand into a variety of fields, including performing arts and games. This trend points to new directions and growth opportunities in artistic creation and provides important implications for future research in performing arts and interactive media art.
5.
2025.07 구독 인증기관 무료, 개인회원 유료
This study aimed to analyze the performance of local government-led Esports industries in South Korea to support the development of effective strategies and actionable policies for revitalizing and branding the domestic Esports sector. A survey was conducted with 30 experts across various fields within the Esports industry. The collected data were analyzed using SPSS 28, employing frequency analysis and Importance-Performance Analysis (IPA). The results of the IPA matrix indicated that ‘Esports Tournaments and Leagues’ exhibited the highest levels of performance, followed by ‘Facilities and Infrastructure’. In contrast, the area showing the lowest performance was identified as ‘Educational Programs’
4,300원
6.
2025.07 구독 인증기관 무료, 개인회원 유료
This study proposes a structured story generation system based on traditional narrative theory using a large language model (LLM). The proposed system sequentially constructs a three-act structure and a 15-step narrative structure of "Save the Cat!" based on the log line, character information, and genre input by the user, and each step is embodied through hierarchical generation and prompt chaining. In particular, when user modifications occur, the changes are designed to be automatically reflected in the upper and lower stages to maintain narrative consistency and logic. To verify the effectiveness of this system, human-written narratives, single-prompt-based generative narratives, and generative narratives from the proposed system were compared and evaluated, yielding excellent results in terms of narrative structure fidelity and logic. By demonstrating the structural controllability of LLM-based story generation, this study suggests applicability in the field of digital content production in the future.
4,300원
7.
2025.07 구독 인증기관 무료, 개인회원 유료
This study proposes strategies for projecting media art onto glass-surfaced architecture, addressing challenges such as transparency, reflection, and visibility. Using the Aqua Art Overpass in Seoul as a case study, the research compares glass and opaque surfaces through mock-ups and luminance simulations. By applying high-lumen projectors, special films, and content adjustments, the study demonstrates that glass facades can effectively serve as dynamic media surfaces. The findings highlight the visual and spatial potential of glass in urban environments, offering practical insights for future applications in architectural media art.
4,300원