• Title/Summary/Keyword: 다중 사용자 롤플레잉 게임

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Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

A Study on User Identity according to MMORPG's Narrative Mode Focused on and (MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로)

  • Yun, Hye-Young;Kim, Jeong-Yeon
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.45-54
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    • 2015
  • This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

Churn Analysis of Maximum Level Users in Online Games (온라인 게임 내 최고 레벨 유저의 이탈 분석)

  • Park, Kunwoo;Cha, Meeyoung
    • Journal of KIISE
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    • v.44 no.3
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    • pp.314-322
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    • 2017
  • In MMORPG (Massively Multiplayer Online Role-Playing Game), users advance their own characters to get to the maximum (max) level by performing given tasks in the game scenario. Although it is crucial to retain users with high levels for running online games successfully, little efforts have been paid to investigate them. In this study, by analyzing approximately 60 million in-game logs of over 50,000 users, we aimed to investigate the process through which users achieve the max level and churn of such users since the moment of achieving the max level, and determine possible indicators related to churn after the max level. Based on the result, we can predict churn of the max level users by employing behavioral patterns before the max level. Moreover, we found users who are socially active and communicate with many people before the max level are less likely to leave the service (p<0.05). This study supports that communication patterns are important factors for persistent usage of the users who achieve the max level, which has practical implications to guide elite users on enjoying online games in the long run.

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.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).