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        검색결과 1,589

        261.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Unity 3D is a 2D and 3D game engine that supports multiple platforms. Editors may develop 2D and 3D games that run on Windows, Mac, Android, iPhone and various web platforms. In this paper, we propose a shooting game designed and developed using the Unity 3D game engine. Shooter is a game genre to defeat the enemy by shooting a gun or missiles. Through factors such as a game system it is very simple, one momentary reflection ability or behavior is characterized by the pursuit of sex games. Also it analyzed for the game and the game system architecture for game development. I hope to help them through a variety of platforms based game design and development.
        4,000원
        262.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The emotional education content is that can be utilized in educational field, not only simple learning but also emotional part. Nowadays, a variety of technologies and devices are increasing, there is a tendency that they has been used a lot in educational field. The game has a cultural impact and value added more than a movie.We implemented a game-type educational content , that can educate the emotion of School children and also impart the storytelling. We measured the emotions in real time and train the concentration and composure to children. Emotional education content can be used in various categories even psychology. In particular, modern society, there are many mental instability children. Our content is an interactive education that very suitable for elementary school students. And it will suggest the direction of the treatment content.
        4,000원
        263.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As mobile devices are becoming ubiquitous, more users encompassing different are groups are enjoying mobile games. There are two types of mobile games – games mandating a certain type of learning and games not requiring any sophisticated learning such as casual games. In this paper, we first define th the degree of learning and compare the acceptance of these two types of mobile games on two different ages groups, i.e., 2~30 age group and 40~50 age group. For this experiment, we recruited 20 users, 10 users per each group, and each participant responds to our survey after playing 15 games with different degrees of difficulty. Our survey results show that 1) both age groups are more engaged in popular games, 2) 20~50 age group is less engaged in brain-teasing games and social network games, 3) both age groups feel difficult as more learning is required, and 4) 20~30 age group quickly learns new games if those are similar to the games they played before.
        4,000원
        264.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        It is important matter to develop game that game designs should consider improving game development, especially work schedules. We hardly ever see the game design documents, because almost all game development is privileged information, not to be shared with the general public. So many developers put a lot of work in. If the time is saved by modularization of game design documents. This paper focuses on discussion of the game planning method through making modularization of design documents. In order to achieve this purpose, first, find out the consist of games. Second, extract common game design elements and considerations. It can help for game developers who start game planning or design for the first time, also it can be reduced time needed for design documents.
        4,000원
        265.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study aims to explore game backgrounds and content generation using motion graphics. Motion graphics can be utilized to generate contents in various fields including games, cartoons, movies, animations, characters, advertisements, etc. This study identifies how game backgrounds and game scenes are simply generated by utilizing motion graphics. And synthesizing techniques are used to generate game backgrounds and game scenes. Also, for game backgrounds and characters, motion graphics are applied to simply express special effects such as various flames, blazes, thunderbolts, etc. On the subject of secondary school students, this study evaluates their game background and character generation competencies with two methods to develop game industry and improve content personnel. Evaluation results of 88 points and 85 points are shown from the evaluation of the last results for evaluation items according to the standard of 100 points, and it suggests that game development personnel and character content production personnel be reserved with professional education and support in the future.
        4,000원
        266.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper empirically studies foreign investor investment decision-making factors of game industry. First of all, I couldn´t find many significant results relation to business performance. In terms of safety, The negative(-) relationship could be found between current ration, debt ration and foreign ownership. The growth(growth rate of sales, net profit growth rate) showed positive(+) relationship with foreign ownership. In terms of profitability, Between ROE, ROA and foreign ownership also showed positive(+) relationship . Finally, the R&D investments and weight of export are positive(+) related to foreign ownership. In this results, I can conjecture about foreign investor focus on Safety , Growth , Profitability. especially, can be inferred that R&D and weight of export factors attract foreign investors.
        4,000원
        267.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study is an analysis study on the differences of the development direction for the rhythm arcade game market in Korea and Japan. In Japan, they enlarged rhythm arcade game market through developing a new play style, continually investing, and cooperation with other cultural industries. But Korean rhythm arcade game market have been declining because of regulation strengthening that was occurred by ‘Sea Story’ incident, and lack of technical development & investment. As a result, mitigation of regulation and increase of technical development & investment are needed to recover Korea rhythm arcade game market’s competitiveness.
        4,000원
        268.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The digital game is a space to form a new culture community to modern people. They build a social activity through the virtual space and function as a social tool in the more aggressive dimension than existing media. Therefore, apprehending various social phenomena appearing on the digital game is as important assignment as the society study of the real world. Therefore, this paper will analyze the leadership type of the leader characters who lead the group among various social phenomena appearing on the digital game. Particularly, the researcher tried to focus on the multi-ending of Star Craft which contributed to activating the domestic game culture to apprehend the features and aspects through the type of leader characters and the goal & duty of that group.
        4,000원
        269.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study conducted to solve misunderstanding in adolescent’ morality growth through finding relations between morality, psychological factors and game using time. Loneliness, Self-esteem, Self-control and Leadership were chosen for effective psychological factors on morality and game using time was chosen an independent variable, too. As a result of the first study, four psychological factors show obvious effect on morality, but game using time doesn’t show any effect. As a result of the second study, game using time shows regulation effect on the relation between loneliness and morality. This means game using is a positive way to supplement the lack of morality by relationship problems.
        4,000원
        270.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Go is an extremely complex strategic board game despite its simple rules and is the great challenging classic game for AI due to its enormous search space. The computer program AlphaGo finally defeated Fan Hui, the European Go champion, without handicaps on a full-sized 19 ×19 board in October 2015. Monte-Carlo Tree Search (MCTS) is a widely-used algorithm for game-tree search in game playing. MCTS based on statistical sampling is a best-first tree search technique to evaluate states; UCT which is a variant of MCTS uses the UCB1 formula as selection policy. In this paper, we evaluate the performance of MCTS and UCT playing against each other in the game of Tic-Tac-Toe. The experimental results show that the first player UCT is slightly superior to the second player MCTS (54.3±1.0%), the first player is always advantageous to the second player regardless of the MCTS and UCT players, and the result of each game should be a tie if both players do their best in Tic-Tac-Toe.
        4,000원
        271.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study has investigated on the obstacles to the production of social network games. It also tried to find their production tools in order to remove existing obstacles, which will guide to design and create new production tools. The new production tool is designed to make it easy for Terrain, UI, and Object tools to be used for essential functions, game linkage, and testing. The detailed explanation about the structure design and functions of the new production tool is also written and added for better understanding. To test its functions, texture of the animation application was printed on top of the production tool. The test result showed stable processing speed. I also made a 􋺵Farming􋺶 trial-game to test how easily social network games can be developed. As a result, more stable framework, which could not be made without production tools, was able to be designed and even the time spent on developing it became shortened.
        4,000원
        272.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper aims to investigate how player's identity is built by analyzing post-apocalyptic games. The post-apocalyptic game is the game which is set in a virtual world after catastrophe. This study analyzes the settings, characters, and a narrative structure of the post-apocalyptic games. As the result, post-apocalyptic games establish the existential identity of the player. The post-apocalyptic game is a kind of realism text which precisely reflect real world, and the player could find out his identity in games as a Homo sacer which is the mixture that consists of a non-hero persona in the game and a safe person in reality. Post-apocalyptic games can be alternative media which help the player experience existential discourse in real world in 21st century.
        4,000원
        273.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to examine the difference of middle school students’ game-oriented life according to their game usage patterns. The subjects of the study was 1,861 school students included in the panel data from the survey conducted by The National Youth Policy Institute. For data analysis, SPSS WIN 21 program was used to conduct one-way ANOVA. The result shows that the frequency of game play, the number of hours they play game on weekdays and weekends and the time span of game play were related to the game-oriented life. However, this tendency was not applied to those who don't play game at all. This suggests it could be more desirable to regulate students to play game for an appropriate amount of time rather than prevent them from playing games at all, when it comes to the matter of the potential problem according to playing games.
        4,000원
        274.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are general surveys on factors related to Life Satisfaction. However, less is known about the relationships between Life Satisfaction, personality, Social Capital, and Adaptive Game Use. This study sought to clarify several of these relationships. Using data from a survey of 981 game users in South Korea, we conducted a regression analysis to explore the association between psychological variables(Personality), social variables(Bonding Social Capital and Bridge Social Capital), Media Using Pattern(Adaptive Game Use) and demographic variables(Age and Gender). Results showed that Openness·Conscientiousness(Personality), Bonding(Social Capital), and Adaptive Game Use increase Life Satisfaction while Neuroticism·Agreeable(Personality) decrease Life Satisfaction. The implications of these results are discussed.
        4,000원
        275.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Catechesis is a education that tells the Christians what they should believe. Many Christians know the need, but learning is tedious and teaching is difficult. Serious game in the field of education have both the intention of learning and an element of fun. In this study, I designed a educational serious game for Catechesis and implemented the game. The Heidelberg and Westminster Catechism were content. The key game play was to choose the correct answer by the touch. The effect was confirmed by the test users. The content of later study was planned. I hope this study can be well utilized to Church Educational System.
        4,000원
        276.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Although various studies have dealt with gambling games so far, studies on the motives of the teenager’s gambling games are still very weak. Youths experiencing gambling games have various problems like psychiatric problems like learning problem and anxiety and depression, problem in their family and problems like increase of lie, etc. To establish a prediction and a measure of this problem fundamentally, the study on why the youth joins in these gambling games is needed. The factorial experiment and reliability analysis was done in order to investigate the validity of the questionnaire and reliability. This study also use Pearson Correlation Model and Linear Regression Analysis. Consequently, external factors such as school adaptation and parental monitoring can have a greater impact than internal factors in the motives of the teenager’s gambling games. This study will contribute to prevent youth from accessing the Internet gambling games and to solute the problem from it.
        4,300원
        277.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study analyzes how and why video gamers intentionally watch media on video games that they play and like through online platforms such as YouTube and Afreeca TV. More specifically, this study utilizes the Uses and Gratification theory in order to understand game players’ psychological behaviors and patterns in detail. Among the various types and genres of video games, this study focuses on the fighting game “Tekken 7” published by the Japanese company Namco. Tekken 7 is distinguished in some ways in that its platform is an arcade rather than PC or mobile phones and that it emphasizes mind game between game players. By analyzing how and why Tekken 7 gamers watch Tekken 7-related media over the Internet and new media, this study further provides a blueprint for the future of the new media.
        4,500원
        278.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of TV Console game platform, I have analyzed the differentiation & characteristic of interaction for each platform. “Odyssey” developed by Ralph Henry Baer in Magnavox was the first console which has the propaedeutic user interaction. Development of graphical technology and the release of the Nintendo Famicom which equipped with Yokoi Gunpei cross key & horizontal Pad had provided an opportunity for the development of user interaction methods like as sound & 2D. Also, multimedia function of Sony PlayStation and Nintendo 64 had brought the era of 3D games and multiplay. Finally, Motion technology triggered by Wii had progressed to the gesture recognition interface throughout the Playstation MOVE of SONY & Xbox 360 Kinect of Microsoft.
        4,000원
        279.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to check the Game Rating and Administration Committee(GRAC), established in 2013 as revision of law to the Game Industry Promotion Act, restricts the freedom of expression. Game Rating system in Korea is not formed spontaneously in the market, unlike oversea, the Government has designed public systems. The GRAC has classified only “Rating”, but it regulates the expressions of the Game and gaming industry itself by other than raising rating. In cases the GRAC issued decisions of rating rejection are suspected to be in mistake in the interpretation of relevant laws, resulting in expressions of the game is limited. The content modification notifying system has unclear criteria, and it regulates not the contents of the game but the ways of using games. It is contrary to the principle of the content centrality of rating, and Operators have to impose self-censorship when they change game contents.
        4,000원
        280.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, Analyzed the Battlefield4(FPS Game) through the 12 phases of Hero’s Journey, which was suggested by Christopher Vogler. Through this, we confirmed the potential of narrative in FPS game. Based on the results, This study analyzed how utilizes the narrative in Battlefield4 game. First, the narrative has been extend through trans-media storytelling. Second, campaign experience and multi-play experience play are overlapped. Third, the profit(Dogtag, Badge, Equipment etc.) obtained in the course of an narrative game experience(Campaign) can be used in the multi-play environment. As a result, we confirmed the narrative possibilities of the FPS game genre. And the game narrative of campaign is extended as to multi-play experience. It would be able to suggest a new development direction in the Korea online FPS games of the multi-play environment.
        4,000원