• Title/Summary/Keyword: 게임아이템

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A Legal Study on the Game Industry Promontion Act Bill for Establishing The Game User Committee (게임산업법(안)상 게임물이용자위원회에 관한 법적 검토 연구)

  • Park, Se-Hun;Kyen, Seung-yup
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.173-174
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    • 2022
  • 최근 확률형 아이템이 이용자들에게 투입 비용보다 높은 가치의 아이템을 획득할 수 있을 것이라는 막연한 기대감을 갖게 만들어, 게임 이용자의 사행성을 조장하고 과소비를 부추긴다는 우려가 제기되고 있다. 특히 복잡한 확률구조와 관련하여 허위로 표시하는 등 거짓 또는 과장 광고가 만연하여 게임 업계의 자율규제가 실효성을 잃고 게임제작업자가 허위로 확률을 고지하여 이용자들을 기만하는 사례 등이 사회적으로 문제가 되고 있다. 이에 국민의힘 하태경 의원이 일정 규모 이상 게임제작업자는 게임물이용자위원회를 두도록 하는 게임산업진흥에 관한 법률 일부개정(안)을 2021년 3월 24일 대표발의하였는데, 이 법안이 게임산업을 과도하게 규제한다는 비판이 제기되고 있는바, 해당 법안을 분석하여 입법취지에 부합하는 개선방안을 제시하고자 한다.

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Correlation Analysis between Game Bots and Churn using Access Record (Access Record를 활용한 게임 봇과 유저 이탈의 상관관계 분석)

  • Kim, Young Hwan;Yang, Seong Il;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.47-58
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    • 2018
  • Game bots distribute a large amount of goods or items used in a game, thereby lowering the value of game goods and items. Also, a large number of game bots hunt monsters and collect items, which hinders ordinary users from enjoying content normally. However, no research has been done on the type of user and the type of activity that the increase in bots specifically affects. Therefore, this study provides a practical implication to encourage users to use games by classifying types based on the game users' access data and analyzing the correlation with user departure due to the increase of bots.

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

An Analysis of the Price Structure of Two Sided Market in Online Game Item Trade (아이템 현금 거래 양면시장에서의 거래 가격 차이 분석)

  • Choi, Seong-Rak
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.59-70
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    • 2012
  • There are many methods to buy and sell online items. But A lot of people use item trade sites when they want to sell or buy their items. This article analyzes the price structure of item trade, and finds why gamers use item trade sites in spite of the brokerage. We analyze the difference of item prices between in the market of item trade sites and in the market of other trade methods. And we find that the prices of item trade sites is higher than those of other markets. Buyers pay about 6% higher prices to seller. The higher prices are for the safe trading what item trade sites supply. And sellers take about 0.7% higher prices than in other markets. There is a sufficient motive when gamers use item trade sites in spite of their high prices.

The Study on Evolution of Online-game Item Cash-trade-system as Complex Adaptive System (복잡적응계로서 온라인게임 아이템 현금거래체계의 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.47-59
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    • 2010
  • Differing from most of current studies which recognizing game item cash-trade as simple static system, this study approaches game item cash-trade as Complex Adaptive System through historical analysis. The item-trade is a complex phenomenon converging between cyber-economy and real-economy, and production and consumption process of game-item are evolving dynamically over time. The results are following: first, the early item-trade emerges in endogenously rather than results from purposed system designed by singular actor. Second, after the early item-trade, the trade system as a CAS which various voluntary actors(single user, factory, game company, user community, agency, etc.) participates in is self-organizing for trading safety and efficiency. Third, the complex adaptive item-trade system satisfies actor's needs interdependently and accelerate positive feedback powerfully. This study implies that purposeful control disregarding emergent adaptive item-trade system distorts system efficiency and can lead to unintended policy failure.

An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

A Thought on Efficient Item Productions and Managements for MMORPG (MMORPG에서 아이템의 효과적인 제작 및 관리 방안에 대한 고찰)

  • Kim, In-Hong;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.61-66
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    • 2005
  • The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.

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A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

Running game contents using Virtual Reality (가상현실기술을 이용한 장애물 달리기 게임 개발)

  • Yun, Tae-Jin;Min, Dong-Hyeon;Park, Seong-Jun;Park, Min-Jin;Lee, Sang-Kyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.149-150
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    • 2020
  • 본 논문에서는 1인칭 시점으로 가상현실기술을 사용한 게임 콘텐츠를 개발하였고, 기존에 스마트폰에서 즐겨했던 템플런이라는 장애물 회피하며 달리는 게임을 모티브로 하여 가상현실기술로 구현하였다. 게임에서 카메라의 시점을 캐릭터에 장착하여 몰입감을 높이고 다양한 아이템 이벤트를 구현하여 게임의 난이도와 흥미요소를 높였다. 다양한 코스가 틀에 정해져 있지않은 무작위로 코스가 생성되어 기존에 장애물 회피하여 달리는 게임은 코스가 정해져 있어 게임의 난이도가 문제 이었다. 이러한 문제를 해결하기 위해 코스와 아이템을 무작위로 생성하여 암기위주의 게임이 아닌 몰입도가 늘어난 장애물 회피하며 달리는 게임을 즐길수 있다.

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