• Title/Summary/Keyword: 온라인게임서비스

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Age Differences in Perceptions and Relationships Among Determinants of Loyalty in Online Games (연령별 차이를 중심으로 본 온라인게임 애호도 영향요인에 관한 연구)

  • Um, Myoung-Yong;Kwon, Moon-Ju;Byun, Wan-Soo;Kim, Tae-Ung
    • Journal of Information Technology Services
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    • v.6 no.1
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    • pp.83-99
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    • 2007
  • The purpose of this research is to identify the determinants of loyalty in online games. This study developed a research model to analyze the factors explaining the loyalty level from gamers, employing social identification, flow, and positive anticipated emotion as major research variables, and collected 1308 survey responses from gamers. Within the context of arguing that the exploration of age range issues with respect to online games is important, this research also examines the age differences in path coefficients. To this end, the structural model was tested with the data from entire data sample (i.e., the age of 10s, 20s, and 30s pooled together) and each of the subsamples (i.e., teens taken separately, twenties taken separately, and thirties taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how teens, twenties, and thirties differ in their decision-making processes regarding the flow, social identification and loyalty from online games.

A study on the vulnerability of OTP implementation by using MITM attack and reverse engineering (MITM 공격과 리버스 엔지니어링을 이용한 OTP 적용환경의 취약점 연구)

  • Kang, Byung-Tak;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.83-99
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    • 2011
  • OTP (One Time Password) is widely used for protecting accounts on Internet banking, portal services and online game services in Korea. OTP is very strong method for enforcing account security but there are several ways for exploiting vulnerabilities caused by implementation errors. These attacks can work because of the weakness from OTP enabled system's vulnerabilities, not for OTP's algorithm itself. In this paper, we present the known attack scenarios such as MITM (Man-in-the-Middle) attack and various reverse engineering techniques; also, we show the test result of the attacks and countermeasures for these attacks.

A study of service control strategies against infringement accidents (침해사고 대응을 위한 서비스 제어전략에 관한 연구)

  • Shin, Young-Sun;Park, Jin-Sub;Park, Jung-Jin;Lee, Hee-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.127-136
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    • 2007
  • With the construction of vast networks, Internet based services such as online games and Internet banking are steadily increasing. As dysfunctions of the trend, various threats from worms/viruses to hacking are proliferating and new types and variations of worms/viruses are emerging. In response to the problems, telecommunication carriers and the government we establishing systems to cope with infringement accidents and resultant damages. However, in case of nationwide emergencies like the 1.25 Accident, infringement may spread rapidly while analyzing what kind of infringement it is and that may result in enormous losses. Thus, the paper purposed to analyze the states of infringement accidents occurring at each network and coping methods and checklist, based on the results. and to propose strategies for controlling services in case of large scale infringement accidents.

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A research on improving client based detection feature by using server log analysis in FPS games (FPS 게임 서버 로그 분석을 통한 클라이언트 단 치팅 탐지 기능 개선에 관한 연구)

  • Kim, Seon Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1465-1475
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    • 2015
  • Cheating detection models in the online games can be divided into two parts. The one is on client based model, which is designed to detect malicious programs not to be run while playing the games. The other one is server based model, which distinguishes the difference between benign users and cheaters by the server log analysis. The client based model provides various features to prevent games from cheating, For instance, Anti-reversing, memory manipulation and so on. However, being deployed and operated on the client side is a huge weak point as cheaters can analyze and bypass the detection features. That Is why the server based model is an emerging way to detect cheating users in online games. But the simple log data such as FPS's one can be hard to find validate difference between two of them. In this paper, In order to compensate for the disadvantages of the two detection model above, We use the existing game security solution log as well as the server one to bring high performance as well as detection ratio compared to the existing detection models in the market.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

Analysis of Security Requirements for Session-Oriented Cross Play Using X-box (X-box를 이용한 Session-oriented Cross play에 대한 보안 요구사항 분석)

  • Kim, Dong-woo;Kang, Soo-young;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.1
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    • pp.235-255
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    • 2019
  • Recent technological advances and industry changes, the game industry is maximizing fun by supporting cross-play that can be enjoyed by different platform users in PC, Mobile and Console games. If the boundaries are lost through the cross play, unexpected security threats can occur due to new services, even if existing security is maintained above a certain level. The existing online game security researches are mostly fraud detection that can occur in PC and mobile environment, but it is also necessary to study the security of the console game as cross play becomes possible. Therefore, this paper systematically identifies the security threats that can occur when enjoying cross play against console game users using STRIDE and LINDDUN threat modeling, derives security requirements using the international common evaluation standard.

A Two-Factor User Authorization Method and Its Implementation using TOTP and Password (TOTP와 패스워드를 이용한 Two-Factor 사용자 인증 방식 및 구현)

  • Jae, Ju-Hwan;Yoo, Seung-Lok;Lim, Hak-Chang;Bae, Dong-Hwan;Lee, Yun-Ho;Yang, Hyung-Gyu
    • Review of KIISC
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    • v.20 no.6
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    • pp.7-16
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    • 2010
  • 인터넷 및 통신 기술의 발전은 사용자로 하여금 금융, 방송, 게임 등의 온라인 서비스 제공에 대한 시간 및 공간적 제한을 없애 주였지만, 다른 한편으로는 해커 등의 악의적 사용자로 인한 피해 가능성도 높이고 있다. 이를 해결하기 위한 다양한 보안 기법 가운데 하나가 OTP를 이용한 사용자 인증 방법이다. OTP는 재사용하지 않는 패스워드로서 기존 패스워드 인증 방식이 갖는 취약점을 해결할 수 있는 방식이다. 하지만 OTP 생성 단말의 도난이나 서버 해킹으로 인한 패스워드 추측공격 또는 Stolen verifier 공격 등에 취약할 수 있다. 본 논문에서는 위와 같은 문제점을 해결하기 위해서 두 가지 인증 정보 즉, 시간 기반 OTP 생성방식인 TOTP 및 패스워드를 이용하는 새로운 Two-Factor 인증 프로토콜인 POTP(Password embedded OTP)를 제안한다. 제안한 방식은 재전송 공격에 안전하며, 공격자가 OTP 생성용 디바이스를 획득하더라도 패스워드를 유추할 수 없고 서버의 인증 정보 데이터베이스를 획득하더라도 정상적인 사용자로 위장할 수 함께, 서버에서 인증 정보 보관시 연산 속도가 빠른 해쉬 함수를 이용할 수 있어 보다 효율적이다.

Analysis of Innovation Patterns of Korean Online Game Industry (한국 온라인게임 산업의 서비스 혁신패턴 분석)

  • Nam, Young-Ho
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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Effects of Online Game Service Quality on Customer Satisfaction and Loyalty (온라인 게임 서비스품질이 고객만족도와 충성도에 미치는 영향분석)

  • Kim, Hyun-Jong;Lee, Choong-Soo
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.123-135
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    • 2009
  • The considerable progress of IT industry has changed the industrial structure and lifestyle of our society. One of the remarkable fields of IT industry is online game industry. It showed rapid growth for the past decade. But in recent years online game industry faced with the limit of its growth for a number of reasons. To overcome such situation, online game companies should improve functions of game and analyze their customer's needs for sustainable growth through increasing customer satisfaction and loyalty. The purpose of the study is to investigate and evaluate the factors of online game service quality and the relation of customer satisfaction and loyalty. SPSS 14.0 and AMOS 7.0 are used for experimental research. Through reliability and validity test, service quality factors influencing the customer satisfaction are appeared to be 5 latent variables(reliability, responsiveness, assurance, empathy, tangibles). In addition, by structural equation model and covariance structural model, the result showed that empathy is the most influenced factor to customer satisfaction and customer satisfaction has positive effect on customer loyalty. The results of this research have important implications for explaining an mechanism for service quality of online game, customer satisfaction and loyalty and they might provide operational guidelines to the online game service company.

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Developement of Customized Restaurant Recommendation Application by Category Using Kotlin (코틀린을 이용한 카테고리별 맞춤형 식당 추천 애플리케이션 개발)

  • Lee, Hyung Mook;Kim, Min Sun;Yun, Sung Jin;Lee, Hyun Sik;Jo, Min Ho;Choi, Nak Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.285-288
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    • 2022
  • 최근 코로나 확진자가 감소함에 따라 집합금지 명령이 해제되고 단계적 일상 회복이 진행되고 있다. 이에 맞춰 온라인 수업을 진행하던 학교들이 대면 수업으로 전환됨에 따라 학생들이 학교로 돌아오게 되었다. 하지만 학교에 처음 온 학생들은 학교 주변 상권에 대해 잘 모르는 경향이 있다. 본 논문에서는 이러한 학생들의 고민을 줄여주기 위하여 카테고리별로 맞춤 식당을 추천해주는 서비스 개발하였다. Kotlin을 활용한 안드로이드 애플리케이션 형태로 개발하였으며, 네이버 지도를 활용하여 식당의 위치를 알려주도록 하였다. 또한 Firebase를 활용한 게시판을 통해 소통의 창구를 마련하고 간단한 게임 등을 통해 학우들 간의 친밀도를 높일 수 있는 콘텐츠를 제공하였다.

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