• Title/Summary/Keyword: 게일 유고

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The Reproduction of the class in games and The direction of regulation of Game Hack - Focusing on the Online FPS game 'Overwatch' and 'Battleground' communities - (게이머 계급의 재생산과 게임 핵의 규제 방향성 - 온라인 FPS 게임 '오버워치'와 '배틀그라운드' 커뮤니티를 중심으로 -)

  • Jo, Hui-Seon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.3-16
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    • 2021
  • This study examined to the aspects of capital and class structure, focusing on 'Reproduction' of Bourdieu, P, through collecting the post titles of the game community of online FPS games 'Overwatch' and 'Battleground', related to keyword, 'Game Hack'. The data used in the study was collected and refined through the statistical program R and analyzed by the analysis site 'Bigkinds'. At results, we will reveal that the class structure of the online FPS gamer group is based on cultural capital and reproduction, and suggest the right direction for the Game Hack regulation policy from the point of view of the cultural capital theory.

Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.25-40
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    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty (온라인게임 운영 서비스와 콘텐츠 만족도가 게임 충성도에 미치는 영향에 대한 연구)

  • Jeong, Eui-Jun;Kim, Min-Chul;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.33-44
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    • 2012
  • With the development of online game industry, the focal structure of game industry is under the expansion from content production to service management. In line with the trend, game service management and user satisfaction to the service as well have gained their weight in the game industry. However, since previous studies have focused on content production, little was discussed on the game service management. The current study investigated the effects of game service on user satisfaction. In addition, we tested the effects of a user's game service satisfaction on the user's loyalty toward the games with consideration of the user's content satisfaction and the gaming period. Results showed that there is a significant association between service satisfaction and user loyalty in the user's continual use of the games. Specifically, light users showed high loyalty with the increase of service satisfaction as they continue playing the games.

A Study on the Causes of User Leave in Online and Mobile Games (온라인과 모바일 게임에서 유저의 이탈 원인 연구)

  • Choi, Sol-Yee;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.195-197
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    • 2022
  • 일반적으로 게임에서는 유저의 과금이나 광고 시청 등으로 수익을 내기 때문에 게임을 플레이 하는 유저의 수는 곧 그 게임의 수익으로 이어진다. 그러므로 신규 유저의 유입뿐만 아니라 기존 유저의 이탈을 막는 것 또한 매우 중요하다. 유저의 이탈은 짧은 기간 동안 게임을 플레이 한 유저인지 아니면 매우 오래 플레이하고 과금까지 하던 충성고객인지를 가리지 않고 일어난다. 본 논문은 설문을 통해 온라인과 모바일 게임에서 유저의 이탈 경험과 이탈 원인에 대해서 조사하고 이에 따른 유저의 이탈 예방과 개선 방안을 제시한다.

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Implementation of an interactive NPC with an ontolgy and game community Q/A bulletine board (온톨로지와 게임 커뮤니티의 질의/응답 게시글을 이용한 대화형 NPC의 구현)

  • Park, Doo-Kyung;Yoon, Tae-Bok;Park, Kyo-Hyun;Lee, Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.164-168
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    • 2006
  • 최근 컴퓨터 게임에 등장하는 NPC(Non-player Character)에 각종 인공지능 기법을 적용하는 연구들이 이루어지고 있다. 하지만 대부분의 연구가 플레이어를 상대하는 적대적 입장의NPC들의 움직임 조절에 초점을 맞추고 있고 아직까지 게임 상에서 등장하는 모든 NPC는 항상 같은 말과 비슷한 행동을 되풀이하는 모습만을 보여주고 있다. 이는 플레이어가 게임을 비현실적으로 느끼게 만들고 결과적으로 게임의 재미를 저하시키는 요소로 작용한다. 플레이어에게 보다 현실적인 게임 환경을 제공하기 위해서는NPC가 단순히 게임의 배경을 구성하는 오브젝트가 아니라 다양한 대화를 통해 플레이어에게 많은 영향을 주게 하여 게임의 기여도를 높여주어야 한다. 본 논문에서는 이를 위해 게임 속에서 주어지는 퀘스트를 구성하는 NPC, 몬스터, 보상 등의 속성 정보를 온톨로지화 하고, 인터넷에 존재하는 게임 커뮤니티에서 퀘스트 질의/응답 게시판의 글을 추출하여, 플레이어의 관련 질의에 응답하는 NPC를 구현하고자 한다. 이를 위해 온톨로지 정보를 이용한 검색 알고리즘을 구현하였고,시뮬레이션을 통해 NPC가 커뮤니티 게시글 정보를 이용하여 유저에게 고정되지 않은 다양한 메시지를 전달하면서 동시에 유저의 게임 진행을 도와주는 모습을 확인하였다.

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Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

UX Device Analysis Of Match 3 Puzzle Games For Color Blindness People (색각이상자를 위한 매치3 퍼즐 게임 UX장치 분석)

  • Kim, won-jae;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.449-450
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    • 2019
  • 전 세계 인구 중 약 4.5%의 사람들은 유사한 색의 구분을 하지 못하는 색각이상자이다. 이들은 보통 95.5%를 고려한 디자인 속에서 살고 있으며, 많은 불편을 겪고 있다. 이는 게임에서도 쉽게 찾아볼 수 있는 현상이며, 특히 같은 색의 블록들을 찾아야하는 매치3 게임에서는 원활한 게임 진행 자체가 힘들게 된다. 본 논문에서는 색각이상자들이 매치 3 게임을 하며 겪는 경험에 대한 이해와 그 이해를 바탕으로 기존 게임들이 적용한 UX장치들에 대해 분석한다.

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Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

The Causal Relationship of Choosing Factors of Smart Phone Game (스마트폰 게임 선택요인에 관한 연구)

  • Moon, Jae Young
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.723-729
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    • 2014
  • The purpose of this study is to find factors which are influencing choosing game based on empirical study. Today, many kind of smart phone games are developing because advanced smart phone hardware. Therefore we analyze to choose factors of smart phone game. As a results many smart phone game user more interested in reward than others. Many smart phone game company service their own game based on semi pay game because of profit. However, smart phone game user doesn't want to pay it. Thus mart phone game company have to change their sales strategy. Second, smart phone game user believe that access is important. So smart phone game company to manage game server.