Skip to main content

A Design and Development of Korean Traditional Board Game on Android Environment

  • Chapter
  • First Online:
Book cover Future Information Communication Technology and Applications

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 235))

  • 183 Accesses

Abstract

Recently smartphones have become widely used, as various applications including games have been developed and the application market has become more and more increasing. While many studies to capitalize on the state-of-the-art device are being conducted, however, there are few studies or application developments on Korea’s traditional games. This paper examines the processes to develop Konu, Korea’s traditional board game, into an Android based application. To this end, this paper first explains differences between developing games on the PC and smartphones, observes smartphone applications and Konu, examines the system of Konunori and finally compares a well-known Omok application with Konunori to show advantages.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 219.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Qiang X, Jeffrey E, Alexandre G, Zhuoqing M, Jeffrey P, Shobha V (2011) Identifying diverse usage behaviors of smartphone apps. IMC ‘11: Proceedings of the 2011 ACM SIGCOMM conference on Internet measurement conference, pp 329–344

    Google Scholar 

  2. Hossein F, Ratul M, Srikanth K, Dimitrios L, Ramesh G, Deborah E (2010) Diversity in smartphone usage. MobiSys ‘10: Proceedings of the 8th international conference on mobile systems, applications, and services, pp 179–194

    Google Scholar 

  3. Robert JH (2011) A point-and-shoot weapon design for outdoor multi-player smartphone games. FDG ‘11: Proceedings of the 6th international conference on foundations of digital games, pp 53–60

    Google Scholar 

  4. Mobile Contents : http://www.mobizen.pe.kr/940

  5. Hong M, Lee HM (2012) A study on characteristics of serious game user through implementation of mobile sequence game. J KISS 19-A 3: 155–160

    Google Scholar 

  6. Lee JH (2010) Android Programming Pro. WikiBooks

    Google Scholar 

Download references

Acknowledgments

This research was supported by Basic Science Research Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Education, Science and Technology(2012-0002852).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Teuk-Seob Song .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer Science+Business Media Dordrecht

About this chapter

Cite this chapter

Kim, YJ., Kang, SW., Song, TS. (2013). A Design and Development of Korean Traditional Board Game on Android Environment. In: Jung, HK., Kim, J., Sahama, T., Yang, CH. (eds) Future Information Communication Technology and Applications. Lecture Notes in Electrical Engineering, vol 235. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-6516-0_41

Download citation

  • DOI: https://doi.org/10.1007/978-94-007-6516-0_41

  • Published:

  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-94-007-6515-3

  • Online ISBN: 978-94-007-6516-0

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics