• Title/Summary/Keyword: 스타크래프트

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A Study on e-Sports of BattleGround Game (배틀그라운드 게임의 e스포츠화에 대한 연구)

  • Gwak, Yeon-Ho;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.104-105
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    • 2018
  • 현재 국내 e스포츠 시장 규모와 사용자들이 지속적으로 증가되고 있는 시점에서 배틀그라운드라는 게임이 e스포츠 시장에 진입하였다. 배틀그라운드가 현재 e스포츠에 끼치고 있는 영향이 크지만, 좋은 반응을 유도하지 못하고 있다. 본 논문에서는 좋지 않은 평을 받고 있는 배틀그라운드의 e스포츠화와 과거의 스타크래프트, LOL(리그오브레전드)과는 달리 배틀그라운드가 흥행하지 못하는 이유와, e스포츠에 적합한지를 연구하고, 차선책을 제안한다.

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New packet transmission mechanism for peer-to-peer games (Peer-to-peer 게임을 위한 새로운 패킷 전송 매커니즘)

  • Kim, Jung-Yoon;Choi, Hyoung-Kee
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10d
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    • pp.201-204
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    • 2007
  • 최근 네트워크가 발달함에 따라 게임 산업에도 많은 변화가 나타났다. 네트워크 게임이 다수 개발되었고, 그들의 인기가 놀아짐에 따라 게임 트래픽이 네트워크 및 인터넷에 미치는 영향은 높아지게 되었다. 우리는 네트워크와 인터넷 환경을 개선하기 위해, 대표적인 peer-to-peer 기반의 게임인 스타크래프트의 트래픽으로부터 패킷 전송 매커니즘을 분석하고 이를 개선하기 위한 새로운 패킷 전송 구조를 제안한다. 새로운 패킷 전송 구조에서는 동일한 서브넷에 있는 호스트들을 하나의 그룹으로 묶고, 그룹을 대표하는 하나의 호스트를 선하여 해당 호스트만 인터넷을 통해 패킷을 송수신하게 된다. 따라서 인터넷을 통한 패킷 전송량을 대폭 감소시킬 수 있게 된다. 결론적으로 인터넷의 품질을 향상시키고, 개인 사용자에게 향상된 게임 환경을 제공한다.

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Dicon Forecast - Game

  • Korea Database Promotion Center
    • Digital Contents
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    • no.5 s.156
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    • pp.78-79
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    • 2006
  • <스폐셜포스>. <스타크래프트>, <리니지1,2>등 이른바 게임순위 '부동의 3인방'을 제외한 10위권내 게임들의순위싸움이 치열한 한 달이었다. 리니지시리즈가 주도하고 있던 일명 '노가다'중심의 한국 온라인 RPG시장에서 방대한 세계관과 퀘스트위주의 참신한 게임성으로 RPG흐름 자테를 바꾸어 놓았던 <월드 오브 워크래프트>(이하('와우')는 지난달 17일 18시를 기점으로 전격적으로 '가격인하'를 단행. 제2의 도약을 꿈꾸고 있다. 상용화 초기, 다소 비싼 정액요금으로 유저들의 반발을 사기도 했던 와우는 7일. 30일. 90일의 정액 요금을 각각 20%씩 인하했다. 특히 30일 기준으로 1만9,800원으로 책정된 와우의 이용요금은 최근 상용화를 단행한 로한)과 더불어 30일 기준. 2만원 이하의 온라인게임 가격파괴를 가져올 것이라는 조심스런 전망까지 나오고 있다. 더욱 치열해지고 있는 온라인게임들의 4월한달간 게임동향을 살펴봤다.

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A Study on the Actual Condition of Abuse in PVP Game (PVP 게임에서 어뷰징 실태에 관한 연구)

  • Kim, Jae-Un;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.649-652
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    • 2020
  • 본 논문에서는 스타크래프트 게임이나 리그 오브 레전드 게임 등의 이용자끼리 실력을 겨루는 PVP 형태의 온라인 게임들에서 일어나는 어뷰징에 대해서 실태를 조사하고 이에 따른 개선 방안을 제시한다. 어뷰징에 관하여 알아보고 어뷰징이 게임과 일상에서 어떻게 작용하는지 설명하고 유저들이 어뷰징으로 인한 피해를 입는 사례를 조사하고 현재 개발사들의 조치 방안 및 유저 커뮤니티의 의견 등을 통해 실태에 대해 내용을 제시한다. 결론으로 조사한 자료를 바탕으로 어떻게 하면 어뷰징을 좀 더 방지할 수 있는지에 대한 개선 방안을 제시하고 게임 운영 차원에서 어떤 방식으로 지원해야 하는지를 제시한다.

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Preliminary research on esports of Northeast Asia part 1: Downfall of affect, 10 years history of Korean e-sports (동북아시아 e스포츠 현황에 대한 기초연구 1: 정동(affect)의 실각, 한국 e스포츠 10년사)

  • Lee, Yongbeom
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.61-74
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    • 2020
  • Northeast Asia accounts for half of the world game market, worth $ 152.1 billion, and has abundant growth potential. Early e-sports in Korea could be formed through the distribution of affects of active participation of gamers and fans. Since then, the establishment of a corporate team has continued, securing stability as an industry. However, mediation rights, intellectual property disputes, and game manipulations continue, leading to a massive escaped of early fandom and the collapse of StarCraft-based ecosystems.

A Design of a Coordination Agent Controlling Decision with Each Other Agents in RTS (RTS 게임에서 에이전트와 상호 의사를 조절하는 조정 에이전트의 설계)

  • Park, Jin-Young;Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.117-125
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    • 2009
  • In real-time strategy simulation (RTS) game each team is composed of agents and executes strategies to win other team. Strategy needs agents' cooperation in each team. This needs multi-agent system (MAS). Centralized decision making, one of decision making in MAS, selects actions not to agents but to team by a coordinated agent. Decentralized decision making costs high because each agent communicates with each other. In this paper we propose a system which controls agents by grouping and allocates roles through negotiation by a coordinated agent. Then, when one of allocated actions is not executed or failed, a coordinated agent allocates its role to another agent. We make experiments in starcraft, famous RTS game. When a proposed method is applied, the performance of attack and defense is increased. The improved agents' team wins eight times per ten games.

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Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

The Origin of K orean Online Game Industry : Networks of 'Butterflies' (한국 온라인 게임 산업의 기원 : '나비들'의 네트워크)

  • Nam, Young
    • Journal of Science and Technology Studies
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    • v.11 no.2
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    • pp.1-30
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    • 2011
  • This paper analyzes system builders and their human networks of the Korean online game industry. By the early 2000s, Korea became one of the major online gaming countries in the world. In this period, important factors included the existence of system builders and their solid human networks. The few innovators who assisted the breakthrough of the development of the online gaming industry formed a human network in universities and IT companies. They shared innovations in information and collectively learned the conventions of the industry. In their achievement, the human networks which had already fully formed in the late 1990s became more noticeable. This paper, with its historical approach, will complement the limits shown by existing researches that, in their effort to find the causes for the success of the Korean online game industry, focus rather narrowly on the conditions of the period during which online games were becoming popular.

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RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

Research on Professional Groups through Learning of Professional Game Players (전문가 집단 양성을 위한 프로게이머 발달 및 학습 모형 연구)

  • Kim, Sa-Hoon H.;Park, Sang-Wook W.
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.23-34
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    • 2010
  • The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.