DOI QR코드

DOI QR Code

게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-

Expert Review and Analysis of the Game's Testing Process -Focus on balance testing-

  • Lee, Yoon-Yim (Dept. of VR Games & Apps, Yuhan University) ;
  • Rhee, Dea-Woong (Dept. of Game Studies, College of Convergence Engineering, Sangmyung University)
  • 투고 : 2022.05.11
  • 심사 : 2022.06.09
  • 발행 : 2022.07.31

초록

게임 산업은 지속적으로 성장하고 있지만 게임의 수명은 짧아지고 있다. 게임 서비스의 질을 향상시키는 활동은 게임의 수명을 늘리는 역할을 한다. 게임이 서비스되면 서버는 로그 정보를 저장하고, 이렇게 저장된 데이터는 사용자의 활동을 예측하는데 중요한 자료가 된다. 게임의 데이터는 많아지고 빅데이터로써 활용성이 높다. 이렇게 게임에 저장된 데이터를 분석하여 게임 서비스를 질을 향상시키고 더 나은 서비스를 진행하기 위한 게임 서비스 이슈 분석 절차를 제안하고, 이를 밸런스 테스트 프로세스로 적용하여 전문가 검토를 통해 검증하였다. 본 논문을 통해 로그 분석 프로세스를 적용한다면 게임 서비스의 질을 향상시킬 수 있는 기초 자료가 될 것이다.

Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user's activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services.

키워드

참고문헌

  1. Korea Creative Content Agency, "Global Game Industry Trend(NO. 2022.1+2 Month)," no. 51, Feb. 2022.
  2. S. A. Shim and H. W. Jung, "Effect of Big 5 Personality Trait on a Game Behavior of Game Users," Journal of the Korea Entertainment lndustry Association, vol. 13, no. 3, pp. 317-332, Apr. 2019. https://doi.org/10.21184/jkeia.2019.4.13.3.317
  3. S. M. Kim and H. K. Kim, "A research on improving client based detection feature by using server log analysis in FPS games," Journal of the Korea Institute of Information Security and Cryptology, vol. 25, no. 6, pp. 1465-1475, Dec. 2015. https://doi.org/10.13089/JKIISC.2015.25.6.1465
  4. S. R. Park and B. C. Tak, "Abnormal Log Extraction Technique Using Bi-gram," The Korean Institute of Information Scientists and Engineers, vol. 47, no. 1, pp. 1771-1773, Jul. 2020.
  5. J. H. Jeon, D. E. Kim, and E. J. Jeong, "Preliminary Study of a MMORPG Combat Balance Assessment Model," Korean Society For Computer Game, vol. 26, no. 3, pp. 49-60, Sep. 2013.
  6. S. J. Lee and D. H. Lee, "Real time predictive analytic system design and implementation using Bigdata-log," Journal of the Korea Institute of Information Security & Cryptology, vol. 25, no. 6, pp. 1399-1410, Dec. 2015. https://doi.org/10.13089/JKIISC.2015.25.6.1399
  7. STEN [Internet]. Available: https://www.sten.or.kr/index.php.
  8. W. I. Kwon, H. J. Lee, S. H. Choi, S. H. Lee, E. Y. Park, and H. G. Cho, "Software Testing Practices that Developers should also Know," in Practical Software Testing Foundation, 3rd ed. STA Testing Consulting Inc., Seoul, Kroea, pp. 32-33, 2010.
  9. ISTQB CTFL V.2018 Syllabus, KSTQB, 2018