• Title/Summary/Keyword: 모바일 게임 패턴

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A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

Analysis of User Interface and Usability Evaluation for Mobile RPG Games based on Battlefield Display (전투창 화면 디스플레이를 중심으로 본 모바일 RPG 게임의 사용자 인터페이스의 특징과 인터페이스 만족도 평가)

  • Kim, Jinsu;Lee, Junhyung;Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.433-436
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    • 2017
  • 조작해야 할 정보와 사물이 가장 많은 게임 장르인 RPG 장르에서 모바일 환경의 제약은 자연스럽게 사용자 인터페이스 패턴의 제약으로 연결된다. 다만 기기 환경도 스마트폰 디스플레이 화면이 예전보다 커지고 자동 전투 기능의 활용으로 조작의 대상과 적시성을 감소시키면서 최근에는 그 제약이 개선되었다는 평가가 있다. 이 논문에서 우리는 지난 3년간 연도별로 가장 많이 플레이 된 모바일 RPG 게임 5개씩을 골라 주요 구성 요소의 전투 창에서의 배치 패턴을 분석하고 그러한 패턴이 실제로 사용자들에게 어떻게 인식되고 있는지 조작 편의성을 중심으로 만족도 평가를 실시하였다. 4점 척도로 적극적 평가를 요구한 9개의 설문에서 이 장르 사용자들은 대체로 70% 이상의 만족도를 보이고 있었으며 일부 설문에서만 게임 간 차이가 발견되었다.

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The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game (모바일 아케이드 게임에서 몬스터 행동 패턴을 이용한 게임 최적화)

  • Kim, Young-Back;Chung, Kyung-Ho;Ahn, Kwang-Seon;Kim, Jae-Joon
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.103-114
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    • 2007
  • In an arcade game, the users can easily predict the monster's action because most of the game monster's action patterns are acted only in the predefined patterns, This paper attempts how to increase the player's satisfaction while making the unpredictable action patterns easily, This research defines and realizes the monster's action patterns through the FSM algorithm. In addition, this paper added the predictable factors of monsters in an action patterns of a game monster to optimize the game, On analyzing the result of game play, the game monster's action was evenly used in the whole playing map and the game monster showed that it operated without the recursion of certain action properly.

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Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

Design Patterns for Android Game Programming (안드로이드 게임 프로그래밍을 위한 설계 패턴)

  • Kim, Dong Kwan
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.17-24
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    • 2018
  • Design patterns can be classified as software reuse technique that might provide effective solutions to specific problems that occur repeatedly in software development. In particular, object-oriented design patterns are incorporated into various software platforms and frameworks to increase software productivity. This paper aims to support general guidelines relating to design patterns for Android-based game programming. The proper use of the design pattern could be effective in not only for software development productivity, but also for post-development software maintenance. This paper provides fundamental procedures and case studies for applying design patterns to game programming on the Android platform. Typical object-oriented design patterns such as MVP, Singleton, Observer, and State have been applied to the development of Android game programs.

A Study on the 4 Ways to Convert PC Games to Mobile Games (PC 게임의 모바일게임으로 전환 4방식에 대한 연구)

  • Lee, JianBo;Ryu, Seuc Ho
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.259-265
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    • 2021
  • This study is a study on the mobile gamification of PC games through analysis of the differences between PC games and mobile games, their respective advantages, and operation patterns, and attempts to extract important key elements of the mobile game process. The main methods of converting PC games to mobile games were analyzed and presented in four ways: complete transplantation, simplification, specialization and new genreization based on the standard of existing PC games. It is expected that PC games can play a role in providing guidelines for mobile gamification of PC games through the case analysis of existing games that have been converted to mobile games, as well as providing a path for the development and trends of game companies.

Fuzzy-AHP Based Mobile Games Recommendation System Using Bayesian Network (베이지안 네트워크를 이용한 Fuzzy-AHP 기반 모바일 게임 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.461-468
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    • 2017
  • The current available recommendation systems for mobile games have a couple of problems. First, there is no knowing whether they make a pattern recommendation for games that actual users prefer or for games that they are simply interested in. It is also impossible to know the subjective preference of users in a direct manner. An AHP(Analytic Hierarchy Process)-based recommendation system for mobile games was thus developed to reflect the subjective preference of users directly, but it had its own problem since the degree of preference could vary among users in spite of the same scale for their preferable items. In an effort to solve those problems, this study implemented a recommendation system for mobile games by applying triangular fuzzy numbers of the Fuzzy-AHP technique and the independence of evaluation items in the Bayesian Network. The findings show that the proposed recommendation system recorded the highest accuracy of recommendation results and the highest level of user satisfaction.

A Study on Optimized method of storing intrusion pattern of Detection System for Mobile Network game (모바일 네트워크 게임을 위한 침입탐지시스템의 최적화된 침입패턴 저장방법에 관한 연구)

  • Shin, Seung-Jung;Kim, Gui-Nam;Lee, Gyu-Ho
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.55-61
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    • 2002
  • 유 무선환경에서 침입 패턴이 다양화되고, 모바일의 편리성이 강조되면서 네트워크 대역폭이 다양한 전송 기반을 요구하고 있다. 그리고 무선기반의 자료가 급증하고 있어, 무선환경에서의 침입탐지시스템 성능에 문제가 될 수 있다. 그러므로 게이트웨이를 근간으로 한 무선전송 기반을 보호하고, 컴퓨터 운영체제 상에 내재된 보안상의 결함을 보호하기 위하여 기존의 운영체제 내에 보안 기능을 추가한 운영체제이며, 커널의 핵심 부분을 인지하여 무선기반의 시스템 사용자에 대한 식별 및 인증, 강제적 접근 통제, 임의적 접근 통제, 해킹 대응 등의 보안 기능 요소들을 갖추게 하여 보안성에 강한 시스템 유지를 요구한다. 그러므로 감시대상의 정보를 미리 알고, WAP환경하에서 감시대상에 유효한 침입패턴만을 검사하도록 침입패턴 데이터베이스를 분리하는 모델을 제시하여, 이러한 문제점에 대한 해결책을 제시하고자 하였다. 따라서 기존 침입탐지시스템의 패턴 데이터베이스를 분석하였고, 이를 적절히 분리하여 이를 다시 운영체제에 반영하는 기법이다. 그리고 이를 제시한 모델을 검증하고자 실제 구현과 실험을 통해 이를 검증하였다.

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Cause Analysis of Success and Decline in Mobile game 'Anipang' (모바일게임 '애니팡'의 성공과 쇠퇴의 원인분석)

  • Jang, Sang-Mi
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.335-336
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    • 2014
  • 기존의 게임들이 젊은 연령대가 주를 이뤘다면, 2012년 출시된 '애니팡'은 게임을 부정적으로 바라보던 중장년층까지 흡수하면서 모바일게임의 대중화를 이뤄냈다. 하지만 그 인기가 현재까지 지속되지는 않는다. 그 이유로는 세 가지 정도로 요약되는데, 첫번째는 쉽게 질려 버릴 수 있는 단순한 게임방법이며, 둘째는 지인과의 순위경쟁의 긴장감을 지인이 떠나버리면서 잃어버렸기 때문이다. 마지막으로 세 번째는 게임의 불안정성과 더불어 스팸'하트'메시지의 스트레스이다. 반면에 성공요인으로는 첫 번째는 진입장벽의 용이성, 둘째는 친근감과 현대인들의 생활패턴에 접근 가능한 게임 환경, 셋째는 생활정서에 밀착된 '적절한 긴장감' 이라고 할 수 있다.

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A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.