• Title/Summary/Keyword: 게임 아이템 거래

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Analysis on Dynamic Trend of Online Gamers -based on the White Paper (게임 이용자의 추세 경향 분석 - 게임백서 자료를 중심으로 -)

  • Choi, Seong-Rak;Kwon, O-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.67-80
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    • 2010
  • Investigating the trend of online gamers plays an important role in forecasting, marketing and making policy decision in gaming industry. In this regards, various studies on gamers' trend and characteristics have been conducted. However, these precedent studies show limitation that they're static analysis since they are usually based on the surveys at a certain point. Therefore, this paper aims to identify some implications on forthcoming directions of gaming industry by analyzing dynamic trend of gamers based on the 8 years(from 2002 to 2009) of data from White Paper on Korean Games. Major implications found in this paper are as follows. Negative perception of games increases as the number of gamers increases. Among juveniles, games became a substitute for TV and the amount of time they play games depends on the existence and type of popular games of that time. Also, most item trading is intensively done by a small number of gamers.

A Design of Secure Mobile In-App Payment System Based on TEE (TEE를 활용한 안전한 모바일 인앱결제 시스템 설계)

  • Chung, Hague;Chung, Hyunsoo;Song, Seokhwa;Jun, Moon-Soeg
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.815-816
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    • 2015
  • 인앱결제 시스템이란 애플리케이션(앱) 내 결제 시스템을 통한 결제행위를 말하며, 다운받은 앱은 무료일 수 있지만 앱 내에서 별도의 유료아이템 등을 구매 할 경우 유료결제가 일어날 수 있다는 것을 뜻한다. 인앱결제는 한번의 등록을 거친 후 단 한번의 비밀번호 입력을 통하여 결제가 된다. 스마트폰 보급 확대에 따라 오픈마켓의 게임 등 모바일콘텐츠 거래 증가로 유료 콘텐츠 결제와 관련한 이용자 피해가 급증하며 이용자 불편, 불만(인앱결제 피해)으로 인한 피해가 다수 발생하고 있다. 본 논문은 이러한 휴대폰 인앱결제 시스템의 문제점을 파악하고 인앱결제로 인한 피해 예방을 하기 위한 보안서비스를 제시한다.

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.51-60
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    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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