• Title/Summary/Keyword: 게임 위험

Search Result 192, Processing Time 0.021 seconds

게임 산업에서의 Vista(ActiveX) 파급효과와 보안의 이슈

  • Jeon, Sang-Hun
    • Review of KIISC
    • /
    • v.17 no.2
    • /
    • pp.57-65
    • /
    • 2007
  • 게임 산업에서 Vista 출시가 의미하는 보안 환경의 변화와 위험요소에 대해 설명을 하고 어떤 위험이 존재하고 있는지 인지하는 것이 필요하다. 현재의 게임 산업이 처한 보안상의 위험요소들을 먼저 확인을 하며 Vista로 인해 달라지는 보안상의 위험요소에 대해 명시하도록 한다. Vista에서 강화된 보안기능으로는 ActiveX의 실행제한과 UAC(User Access Control) 기능을 들 수 있는데 온라인 게임에 미치는 영향과 보안상의 이슈에 대해서 관계를 확인하여 보고 향후 방향에 대해 조망한다.

A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.7-22
    • /
    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

A Study on the Risk Perception differences by Age on Augmented Reality Game (증강현실 게임에서 연령에 따른 위험 인식 차이 연구)

  • Choi, Jieun;Kang, Juyoung;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.401-410
    • /
    • 2017
  • Augmented reality game has differences with traditional games in the way what it includes physical risks happened in the real world. Although accidents related to Pokemon Go are increasing, academic discussions on the issues are rare. Thus, this study explores risk types caused by the augmented reality game and examined how perception of the risks affect usage intention on the game. This study also provides the research implications through comparative analysis between youth group who generally has the tendency toward game addiction and older group. According to the results, teenagers had less usage intention when perceived financial risk increase. In case of over twenty, time risk had negative relationship with usage intention. Physical risk had no significant effect on usage intention for teenagers, but positive relationship was observed in case over twenty. These results imply the necessity of an appropriate regulation for safe game play.

A Study on effective plan of game over-immersion (게임 과몰입 효과적 대처 방안에 관한 연구)

  • Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2011.01a
    • /
    • pp.323-326
    • /
    • 2011
  • 본 연구는 재학생들에 대한 게임 과몰입 위험요인과 보호요인으로 작용하는 기질 및 성격적 특성을 살펴봄으로써 게임 과몰입으로 인해 학업 및 대학생활 적응에서 어려움을 겪는 학생들을 돕기 위한 방안을 제시하고자 한다. 게임 과몰입이 학업적응 및 학업성취와의 관련성과 게임 과몰입 방안을 마련하기 위한 기질 및 성격적 특성에서의 위험요인과 보호요인을 확인할 수 있다.

  • PDF

Technology Risk and Social Responsibility of Innovation: The Shut-Down Law and On-line Game as a Post Catch-up Innovation (기술위험과 혁신의 사회적 책임 - 셧다운제와 탈추격형 혁신으로서 온라인게임 -)

  • Jung, Byung Kul
    • Informatization Policy
    • /
    • v.20 no.4
    • /
    • pp.71-88
    • /
    • 2013
  • Probability of technology risk is expected to increase as the post catch-up innovation, characterized by high uncertainty and high risk, would dominate in the coming era of post catchup. Social controversy on online game as a post catch-up innovation is still ongoing, though the shutdown law was enacted by the government. Socio-technical vulnerability causing technology risk paradoxically arose from the world top-level ICT infrastructures and has been reinforced by developmentalism. While both the pros and cons of the regulation fail to recognize dilemma objectively, social cost is brought about and accumulated. With recognizing dilemma between technology innovation and risks, we can tackle technology risks and ensure responsible innovation in post catch-up era.

  • PDF

Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.131-142
    • /
    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.41-50
    • /
    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

게임산업진흥법- 게임산업진흥법안의 허와 실

  • Lee, Taek-Su
    • Digital Contents
    • /
    • no.11 s.138
    • /
    • pp.64-66
    • /
    • 2004
  • 문화관광부는 음반비디오물및게임물에관한법률을 장르별로 별도 입법화한다는 방침을 세우면서 게임산업의진흥에관한법률제정안을 발표했다. 게임산업진흥법은 산업진흥을 위한 문화진흥을 기치로 내걸고 있다는 점에서 높이 평가할 만하지만, 진흥법이라고 하기에는 규제 조항이 지나치게 많고 예산조달 항목이 없다는 한계성도 갖고 있다. 탄생 자체만으로 의미가 있다고 볼 수 있으나, 동전의 양면을 하나의 법에 아우르려하고 있다는 점에서 위험성도 내재돼 있는 것이다.

  • PDF

The Research on Applying FMEA to Evaluate the Safety of Tangible Game - Focusing on Wii Accident Cases - (FMEA를 활용한 체감형게임 안전성 평가모델에 관한 연구 - wii 사고사례를 중심으로 -)

  • Kim, Woo-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.10 no.3
    • /
    • pp.25-35
    • /
    • 2010
  • This paper researched the possibility of applying FMEA that estimates and eliminates the failure modes into the measurement of tangible game's safety. Tangible game with actuation makes unexpected accidents for the game users. And this article tried to give risk priority number to 2 categories, game device and physical injuries using FMEA method. The result showed that TV and Hand laceration and/or bruise were revealed as the most risky factors among the others. In conclusion, it is suggested that FMEA can present integrated, quantitative and coherent measurement for the safety of tangible game.

The software design for the aircraft and the similar game environment construction (항공기와 유사한 게임 개발환경 구축을 위한 소프트웨어 설계)

  • Kim, Hyo-gwan;Han, Gyu-Seok;Jang, Won;Choi, Min-Hyung;Choi, Young-Gyu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.6 no.2
    • /
    • pp.101-104
    • /
    • 2013
  • The actual aircraft flight training can be done, but falls pilots primary flight training skills to the many risks and costs are formidable. It also requires considerable skill to follow at a higher risk of flight training is the same. These things through software simulation training can reduce the risk and cost of the expected risk situations such as virtual reality development and has the advantage that you can try. In this paper, the characteristics and actual aircraft flight dynamics of the considered armed ballistics software platform for game development by designing a student wants to become a pilot in the aircraft is to help you understand.